市场调查报告书
商品编码
1471180
玩具市场:依产品、年龄层、通路 - 2024-2030 年全球预测Toys Market by Product (Action Figures & ACC, Arts & Crafts, Building Sets), Age Group (0-8 years, 15 years and above, 9-15 years), Distribution Channel - Global Forecast 2024-2030 |
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预计2023年玩具市场规模为3,192.2亿美元,预计2024年将达3,356.6亿美元,2030年将达4,561.9亿美元,复合年增长率为5.23%。
玩具市场包括各种专为游戏、教育和爱好活动而设计的产品,主要针对儿童和青少年。这包括传统玩具和游戏、电子玩具、教育玩具、授权商品等。其用途和最终用途通常集中于消费者娱乐、教育发展和技能增强。科技和创造性设计的进步在推动玩具的兴趣和销售方面发挥着重要作用。家庭可支配收入的增加使消费者能够在玩具等非必需品上花费更多。此外,网路购物的兴起简化了购买流程,让更多人可以轻鬆获得各种玩具。然而,产品生命週期短和产品数量大造成的激烈竞争可能会对市场造成挑战。然而,将学习与扩增实境(AR) 和虚拟实境 (VR) 相结合以提供沉浸式游戏体验的教育和 STEM 玩具的扩展预计将创造巨大的市场成长潜力。此外,透过 3D 列印等积层製造实现玩具客製化和个人化,以及环保和永续玩具的成长预计将推动市场扩张。
主要市场统计 | |
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基准年[2023] | 3192.2亿美元 |
预测年份 [2024] | 3356.6亿美元 |
预测年份 [2030] | 4561.9亿美元 |
复合年增长率(%) | 5.23% |
对产品技术的钦佩促使消费者转向针对青少年的电子设备
动作玩偶和配件主要迎合各种年龄段,包括儿童和收藏家,并提供来自漫威、DC 漫画和星球大战等热门专利权的角色。艺术和手工艺区促进创造力和运动技能的发展,并满足儿童的教育和娱乐需求。基于对 STEM 和基于授权的主题的偏好,组装套装鼓励创造力和认知发展。玩偶仍然是过家家和技能发展的经典玩具。探索类玩具,如教育洞察和国家地理显微镜和望远镜,迎合了孩子们的好奇心和教育兴趣。这些产品培养了对科学和探索的热爱。游戏/谜题旨在提高解决问题的能力和社交互动。婴幼儿、幼儿和学龄前儿童产品着重发展里程碑和教育。户外和运动玩具为孩子们提供了积极的玩耍机会。这些玩具满足了孩子们运动和户外体验的需求。毛绒玩具既可作为舒适品,又可作为收藏品。此细分市场基于需求的偏好是情感安全感和收藏性。汽车玩具吸引了孩子们对运动和结构的迷恋。这些玩具通常具有教育意义,可以教授物理和工程知识。青少年电子领域旨在培养儿童的科技兴趣,并将学习与科技的使用连结起来。
15 岁以上年龄层倾向于技术主导的玩具,例如无人机、高级机器人和图板游戏。
大多数0至8岁的患者是婴幼儿、幼儿和儿童。 0-8 岁年龄组对玩具的偏好着重于感官刺激、教育价值、安全性和运动技能发展。考虑到粗暴操作的可能性,製造商倾向于生产无毒、耐用且易于清洗的玩具。这个年龄层的热门类别包括毛绒动物玩具、积木、简单的拼图和提供教育内容的互动电子玩具。 15岁以上年龄层的玩具与幼儿的玩具有很大不同,因为它们针对的是更成熟的人。根据他们的需求,这一人群偏爱采用先进技术的玩具,例如无人机、先进机器人、收藏品、具有复杂策略的图板游戏和游戏机。 9-15 岁的孩子有各种各样的兴趣,从教育内容到娱乐。这个群体的需求倾向于将乐趣与挑战和技能发展元素结合的玩具。其中包括适合年龄的电子产品,例如先进的工艺套件、科学实验套件、工艺品以及具有教育应用程式和功能的儿童友善平板电脑。
分销管道:由于价格和购买便利性,线上分销管道(包括电子商务平台)是首选。
线下通路包括玩具专卖店、百货公司玩具专区、超级市场和量贩店等实体零售商。此管道基于需求的偏好包括即时满足、让顾客在购买前触摸和感受产品的触觉体验,以及透过要求互动与销售人员进行适合年龄的玩具和游戏的指导。线上通路包括 Amazon、eBay 和 Walmart.com 等电子商务平台,以及 ToyWiz 和 Fat Brain 玩具等专业玩具零售商。对线上通路的基于需求的偏好是由便利商店因素驱动的,例如多个卖家/供应商之间的简单价格比较以及获得实体店中不易获得的专业或利基产品。线上平台为製造商提供了更广泛的产品范围,而不受实体店货架空间的限制。
区域洞察
美洲地区是美洲玩具业的重要市场。在美国,消费者对玩具的需求反映了对科学、技术、工程、艺术和数学教育的兴趣,其特点是对创新、教育和高科技产品的高需求。美洲的玩具市场成熟,消费品安全卫生署(CPSC) 和加拿大卫生部等监管机构执行严格的安全标准。因此,将重点投资于当地製造能力和电子商务平台,预计这将为该地区的市场提供成长机会。欧洲国家和英国遵守欧洲玩具安全指令监督的严格玩具安全标准。为了因应人们日益关注的环境议题,法国和德国等国家纷纷推出政策,透过环保包装材料促进玩俱生产的永续性。中东和非洲地区由于年轻人口众多,是一个前景看好的新兴市场,玩具市场成长潜力巨大。在亚太地区,中国是主要的玩俱生产国和消费国,对授权产品和国际品牌的需求不断增加。可支配收入的增加和网路购物平台的普及彻底改变了亚太地区的购买行为。
FPNV定位矩阵
FPNV定位矩阵在玩具市场评估中至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一个综合工具,可以对玩具市场供应商的现状进行深入而深入的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,以获得市场竞争优势。
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4.竞争力评估及资讯:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况、製造能力等进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.玩具市场的市场规模与预测是多少?
2.玩具市场预测期内需要考虑投资的产品、细分市场、应用和领域有哪些?
3.玩具市场的技术趋势和法规结构是什么?
4.玩具市场主要厂商的市场占有率是多少?
5.进入玩具市场合适的型态或策略手段是什么?
[182 Pages Report] The Toys Market size was estimated at USD 319.22 billion in 2023 and expected to reach USD 335.66 billion in 2024, at a CAGR 5.23% to reach USD 456.19 billion by 2030.
The toy market encompasses a broad range of products designed for play, education, or hobby activities, primarily targeted at children and adolescents. It includes traditional toys and games, electronic toys, educational toys, and licensed merchandise. The application and end-use are generally focused on consumer entertainment, educational development, and skill enhancement. Advances in technology and creative designs have played a significant role in driving interest and sales of toys. Increased household disposable income enables consumers to spend more on non-essential goods such as toys. Moreover, The rise of online shopping simplifies the purchasing process, making a wide variety of toys easily accessible to a broader audience. However, short product life cycles and a high volume of products creating intense competition may pose challenges for the market. Nevertheless, the expansion of educational and STEM toys, combining learning with the integration of augmented reality (AR) & virtual reality (VR) to create immersive play experiences, is expected to create immense potential for market growth. Moreover, customization and personalization of toys through additive manufacturing, such as 3D printing, and growth in eco-friendly and sustainable toys are expected to add to market expansion.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 319.22 billion |
Estimated Year [2024] | USD 335.66 billion |
Forecast Year [2030] | USD 456.19 billion |
CAGR (%) | 5.23% |
Product: Consumer inclination towards youth electronics owing to technology fascination
Action figures and accessories cater to various age groups, primarily children and collectors, offering characters from popular franchises such as Marvel, DC Comics, and Star Wars. The arts and crafts segment promotes creativity and fine motor skill development, catering to the needs of educational and recreational activities for children. Building sets inspire creativity and cognitive development based on preference for STEM and license-based themes. Dolls remain a classic toy for role-playing and nurturing skills. Toys in the explorative segment, such as microscopes and telescopes from Educational Insights or National Geographic, meet children's curiosity and educational interests. These products foster a love for science and exploration. Games/ Puzzles aim to enhance problem-solving skills and social interaction. Products for infants, toddlers, and preschoolers focus on developmental milestones and education. Outdoor and sports toys provide children with active play opportunities. These toys cater to children's needs for exercise and outdoor experiences. Plush toys serve as comfort objects and collector's items. The need-based preference in this segment is for emotional security and collectibility. Vehicle toys appeal to children's fascination with motion and mechanics. These toys often have an educational twist, teaching about physics and engineering. The youth electronics segment is for children's technological engagement and aims to combine learning with technology usage.
Age Group: Inclined 15 years and above age group towards technology-driven toys such as drones, advanced robotics and board games.
The 0-8 years age group largely consists of infants, toddlers, and young children. The need-based preference for toys within the 0-8 years demographic focuses on sensory stimulation, educational value, safety, and motor skill development. Manufacturers tend to produce toys that are non-toxic, durable and easy to clean considering the likelihood of rough handling. Popular categories for this age group include plush toys, building blocks, simple puzzles, and interactive electronic toys that provide educational content. Toys for the 15-year-old and above age group are significantly different from those for younger children as they cater to a more mature audience. This demographic shows a need-based preference for sophisticated, technology-driven toys such as drones, advanced robotics, collectibles, board games with complex strategies, and gaming consoles. The 9-15 age group has a diverse range of interests that span educational content and entertainment. The need-based preference in this group leans towards toys that combine fun with an element of challenge or skill development. This includes advanced construction sets, scientific experiment kits, crafting, and age-appropriate electronic devices, such as tablets designed for kids with educational apps and functions.
Distribution Channel: Preferred online distribution channel including eCommerce platforms for price and purchase convenience factors
The offline distribution channel consists of brick-and-mortar retail stores, such as specialty toy stores, toy sections within department stores, supermarkets, and mass-market retailers. The need-based preference for this channel is driven by customers seeking immediate gratification, a tactile experience where they can touch and feel products before purchase, and personal interactions with sales staff for guidance on age-appropriate toys or games. The online distribution channel includes eCommerce platforms, including Amazon, eBay, Walmart.com, and specialized toy retailers, such as ToyWiz and Fat Brain Toys. The need-based preference for online channels is driven by convenience factors, including easy price comparison across multiple sellers/vendors and access to specialized or niche products that are not readily available in physical stores. Online platforms offer manufacturers a broader reach for their products without the constraints associated with shelf space in physical locations.
Regional Insights
The Americas region represents significant markets in the toy industry within the Americas. In the United States, consumer needs for toys are characterized by a high demand for innovative, educational, and tech-related products, reflecting the region's interest in Science, Technology, Engineering, Arts, and Mathematics education. The toy market in the Americas is mature, with strict safety standards enforced by regulatory bodies, such as the Consumer Product Safety Commission (CPSC) and Health Canada. Consequently, there has been an increased emphasis on local production capabilities and investments in eCommerce platforms, which is expected to provide growth opportunities for the market in the region. European countries and the UK adhere to rigorous toy safety standards overseen by the European Toy Safety Directive. In response to growing environmental concerns, nations, including France and Germany, have introduced policies promoting sustainability in toy production through eco-friendly packaging materials. The Middle East and Africa region offers a promising emerging market with significant growth potential in the toys market due to a young population demographic. In APAC, China, as a major toy manufacturer and consumer, displays a rising demand for licensed merchandise and international brands. The increased disposable income and the prevalence of online shopping platforms have transformed purchasing behaviors in the APAC region.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Toys Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Toys Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Toys Market, highlighting leading vendors and their innovative profiles. These include Aoshima Bunka Kyozai Co., Ltd., Bandai Namco Holdings Inc., Buffalo Games, LLC, Cartamundi Group, CubicFun Toys Industrial Co., Ltd., Dream International Limited, Educa Borras by Team Toys SA, Funtastic, Gibsons Games Ltd., Hasbro Inc., JAKKS Pacific, Inc, Konami Group Corporation, Koninklijke Jumbo B.V., Lansay, LeapFrog Enterprises, Inc., Lego A/S, MasterPieces Puzzle Company, Mattel Inc., MGA Entertainment Inc., Moose Enterprise Pty Ltd, Playmates Toys Limited, Ravensburger AG, Sanrio Company, Ltd., Schmidt Spiele GmbH, Simba-Dickie Group, Spin Master Corp., Tomy Company, Ltd., ToyQuest, Trefl S.A., Tru Kids, Inc., Vivid Imaginations by Goliath Group, and VTech Holdings Limited.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Toys Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Toys Market?
3. What are the technology trends and regulatory frameworks in the Toys Market?
4. What is the market share of the leading vendors in the Toys Market?
5. Which modes and strategic moves are suitable for entering the Toys Market?