市场调查报告书
商品编码
1463290
全球玩具和游戏市场规模、份额、成长分析、按产品(电子游戏、户外和运动玩具)、按应用(最多 8 年、9 - 15 年和 15 年及以上)、按配销通路(线下和线上) ) - 2024-2031 年产业预测Global Toys and Games Market Size, Share, Growth Analysis, By Product(Electronic Games, Outdoor & Sport Toys), By Application(Up to 8 Years, 9 - 15 Years and 15 years & above), By Distribution Channel(Offline and Online) - Industry Forecast 2024-2031 |
2022 年,全球玩具和游戏市场规模约为 3054.3 亿美元,预计将从 2023 年的 3197.9 亿美元增至 2031 年的 4617.8 亿美元,预测期内(2024 年)复合年增长率为 4.7% -2031) 。
这个市场的蓬勃发展得益于多种因素,包括父母对环保玩具日益浓厚的兴趣、经典玩具和视频游戏的捲土重来、人们对拼搭玩具的认知益处的认识以及手机游戏的指数级传播。年轻一代对传统娱乐活动的兴趣增加预计也将刺激业务。预期期间的市场成长可能是由于千禧世代在社交聚会上越来越倾向于玩传统游戏而推动的。
线上平台已成为传统行销和销售策略的有效替代者,企业正在积极改变其产品阵容,开设线上商店并透过亚马逊、沃尔玛线上和eBay等电子商务网站以及其他本地平台销售商品。停摆期间,有些人待在室内并在网路上搜寻室内游戏。
2020年3月,Curtis McGill和Scott Houdashell在亚马逊的玩具销售量激增4,000%,而沃尔玛店内销售额则成长100%。拼图製造商 Ravens Burger 2020 年 3 月的销售额也有所成长。
The Global Toys and Games Market size was valued at around 305.43 billion in 2022, and is expected to rise from USD 319.79 billion in 2023 to reach a value of USD 461.78 Billion by 2031, at a CAGR of 4.7% over the forecast period (2024-2031).
The market is booming due to a multitude of factors, including parents' increasing interest in eco-friendly toys, the comeback of classic toys and video games, awareness of the cognitive benefits of building toys, and the exponential spread of mobile gaming. The increased interest of younger generations in traditional recreational activities is also expected to stimulate the business. The anticipated period's market rise is likely to be driven by Millennials' growing inclination toward traditional games at social gatherings.
Online platforms have become an effective replacement for traditional marketing and sales strategies, and businesses are actively changing their product lineups by opening online stores and selling goods through e-commerce sites like Amazon, Walmart Online, and eBay, among other local platforms. During the lockout, several people stayed inside and searched online for indoor games.
In March 2020, Curtis McGill and Scott Houdashell's toy sales on Amazon surged 4000%, while Walmart's in-store sales increased 100%. Ravens Burger, a puzzle maker, also saw a rise in sales in March 2020.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Toys and Games Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Toys and Games Market Segmental Analysis
The global toys and games market is segmented based on Product, Application, Distribution Channel, and region. Based on product, the market is segmented into Electronic Games, Outdoor & Sport Toys, Dolls, Preschool Toys, Games and Puzzles, and Others. In terms of application the market is segmented into Up to 8 Years, 9 - 15 Years and 15 years & above. Based on Distribution Channel, the market is segmented into Offline and Online. Based on region the global Toys and Games Market is segmented into North America, Europe, Asia-Pacific, South America, and MEA.
Drivers of the Global Toys and Games Market
Globally, as disposable incomes rise, parents have more money to spend on games and toys for their kids. As a result, there is an increasing need for interactive, educational, and high-quality toys that support kids' growth.
Restraints in the Global Toys and Games Market
Inadequately designed or constructed toys and games can endanger children's safety, discouraging parents from buying them. This may hinder the market expansion for games and toys as a whole.
Market Trends of the Global Toys and Games Market
Digital and interactive toys: As technology develops, there is a sharp increase in demand for these kinds of toys. Consumers are getting more and more interested in toys and games that use augmented reality (AR) and virtual reality (VR) technologies, as well as those that are controlled by smartphones or tablets.
Toys that are STEM-related and educational: Parents are becoming more concerned with giving their kids toys that teach valuable lessons and aid in the development of critical abilities. Toys related to STEM (science, technology, engineering, and math) are particularly popular as parents try to find methods to spark their kids' interest in these subjects.
Sustainability and environmental friendliness: As consumers become more aware of how their purchases affect the environment, the market for toys and games is also being impacted by this trend. Consumer preference for environmentally friendly and sustainable toys and packaging is rising as a result of companies presenting these products more frequently.
Popularity of licensed items: As customers look for products with their favorite franchises, the market for licensed toys and games based on well-known films, TV series, and characters is expanding rapidly. Major media and entertainment companies are forming partnerships with businesses to produce and promote these goods.
Prioritize safety and quality: Businesses are putting more of an emphasis on safety testing and quality control procedures as a result of safety issues being a big problem in the toy and game industry. Additionally, customers are actively looking for items that adhere to strict safety requirements as they are become more conscious of safety concerns.