封面
市场调查报告书
商品编码
1856877

认知技能发展游戏和套件市场预测至2032年:按产品类型、技能类型、年龄层、分销管道、材料类型、最终用户和地区分類的全球分析

Cognitive Skill-Building Games & Kits Market Forecasts to 2032 - Global Analysis By Product Type, Skill Type, Age Group, Distribution Channel, Material Type, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球认知技能发展游戏和套件市场预计到 2025 年将达到 35.6 亿美元,到 2032 年将达到 75.3 亿美元,预测期内复合年增长率为 11.3%。

认知技能游戏和套件旨在增强记忆力、推理能力、注意力以及问题解决能力等认知功能。这些游戏和套件提供互动式、结构化的活动,透过游戏促进大脑发育。它们适合儿童和成人,能够提升专注力、分析思维、创造力和决策能力。透过拼图、策略挑战和教育练习,寓教于乐,有效促进认知能力、思考敏锐度和终身智力发展。

教育类及STEM玩具及游戏的日益普及

对早期认知发展的日益重视推动了教育类和STEM类游戏的需求。家长和教育工作者越来越多地转向互动式套件,以促进问题解决能力、逻辑推理能力和创造力。这些工具被视为传统学习的有效补充,尤其是在培养对科学、技术、工程和数学的兴趣方面。游戏化学习正日益流行,相关学习套件的设计与学校课程和发展里程碑相契合。随着数位素养变得至关重要,技能培养游戏正被视为未来发展的基础工具。这一趋势正在推动家庭和教育机构市场的扩张。

来自数位娱乐的激烈竞争

儿童越来越沉迷于手机游戏、串流内容和社群媒体。这种兴趣的转变给认知游戏带来了挑战,因为认知游戏需要持续的参与和结构化的游戏方式。此外,数位设备的便利性和易用性也使得实体套件难以维持其价值。製造商必须不断创新,才能与动态且视觉效果丰富的数位内容竞争。如果没有令人信服的价值提案,传统的教育套件将面临被萤幕产品取代的风险。

个人化和自适应学习

认知套件正在不断发展,提供能够根据孩子的学习进度、优势和需要改进的方面进行自适应挑战。这种客製化设计能够提高孩子的参与度和学习效果,使工具更加有效且引人入胜。与数位平台的整合能够实现进度追踪、反馈循环和个人化内容推送。随着教育越来越以学习者为中心,我们预计对智慧、响应式套件包的需求将激增。这种转变为专注于混合式和技术赋能型学习解决方案的开发者带来了巨大的成长机会。

科技快速过时

未能与时俱进、跟上科技发展趋势的教育套件很容易过时。消费者期望值不断提高,偏好更倾向于互动式、应用整合式以及扩增实境/虚拟实境(AR/VR)增强型体验。企业必须持续投入研发才能保持竞争力。然而,频繁的更新换代会耗费资源,并使库存管理更加复杂。如果没有敏捷的创新週期,即使是老牌企业也可能难以在快速变化的市场环境中维持市场份额。

新冠疫情的影响:

疫情显着改变了认知游戏套件市场的动态。随着学校关闭和远距学习的兴起,家长们开始寻求能够有效辅助家庭学习的教育工具。这导致DIY套件、拼图和STEM类游戏的需求激增,以补充线上课程。然而,供应链中断和生产延误一度导致产品供应减少。疫情过后,人们的关注点转向混合式学习模式,体验式教育工具的需求也因此持续成长。这段经历凸显了韧性、适应性和多元化学习形式在未来教育策略中的重要性。

预计在预测期内,拼图和图板游戏细分市场将成为最大的细分市场。

预计在预测期内,拼图和图板游戏将占据最大的市场份额。这些游戏形式被广泛认为能够提升儿童的记忆力、批判性思考和空间推理能力。它们老少咸宜,适合各个年龄层和教育程度的人群,因此成为家庭和课堂的必备娱乐项目。此外,图板游戏的社交性和协作性有助于培养情绪智商和沟通能力。疫情期间,家庭活动的兴起进一步推动了图板游戏的流行。

预计在预测期内,教育产业的复合年增长率将最高。

预计在预测期内,教育机构领域将达到最高成长率。学校和学习中心正越来越多地将认知套件包融入课程,以促进体验式学习。这些工具用于强化STEM概念、提高课堂参与度并支持差异化教学。政府推广数位化和体验式学习的措施也推动了教育机构对这些工具的采用。套件製造商与学校董事会之间的伙伴关係正在扩大其应用范围并规范使用方法。预计这种组织层面的发展动能将在未来几年显着加速市场渗透。

占比最大的地区:

预计亚太地区将在预测期内占据最大的市场份额。快速的都市化、不断增长的可支配收入以及对幼儿教育日益重视是该地区的主要驱动因素。中国、印度和日本等国的家长在辅助学习工具的投入不断增加。政府支持的教育改革和STEM(科学、技术、工程和数学)推广倡议进一步推动了市场需求。教育科技平台的蓬勃发展也与实体认知套件产生了综效。

复合年增长率最高的地区:

预计北美地区在预测期内将呈现最高的复合年增长率。该地区受益于浓厚的创新文化和对教育科技的早期应用。家长和教育工作者越来越倾向于寻求个人化、技术融合的学习工具来补充正规教育。联邦和州政府对STEM(科学、技术、工程和数学)倡议的资助也推动了教育机构对这些工具的采用。市场领导者的存在和强大的分销网络提高了产品的可及性和多样性。这些趋势预计将推动该地区的持续成长和创新领先地位。

免费客製化服务:

订阅本报告的用户可享有以下免费客製化服务之一:

  • 公司简介
    • 对至多三家其他市场公司进行全面分析
    • 对主要企业进行SWOT分析(最多3家公司)
  • 区域细分
    • 根据客户兴趣对主要国家进行市场估算、预测和复合年增长率分析(註:基于可行性检查)
  • 竞争基准化分析
    • 基于产品系列、地域覆盖和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究资讯来源
    • 初级研究资讯来源
    • 次级研究资讯来源
    • 先决条件

第三章 市场趋势分析

  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 产品分析
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买方的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

5. 全球认知技能发展游戏和套件市场(依产品类型划分)

  • 拼图与图板游戏
  • STEM套件
  • 语言和读写游戏
  • 数学和逻辑游戏
  • 艺术创意套件
  • 感官和运动技能套件
  • 数位认知游戏
  • 其他产品类型

6. 全球认知技能发展游戏和套件市场(依技能类型划分)

  • 记忆增强
  • 视觉空间处理
  • 批判性思考和推理
  • 情绪智商与社交技能
  • 注意力和专注力

7. 全球认知技能发展游戏和套件市场(按年龄划分)

  • 0至4岁
  • 5至8岁
  • 9至12岁
  • 13岁或以上

8. 全球认知技能发展游戏和套件市场(按分销管道划分)

  • 线上零售商
  • 玩具专卖店
  • 教育机构
  • 超级市场/大卖场

9. 全球认知技能发展游戏和套件市场(按材料类型划分)

  • 塑胶
  • 木头
  • 纸板/纸张
  • 混合/杂化材料

第十章 全球认知技能发展游戏和套件市场(依最终用户划分)

  • 个人消费者
  • 学校和学习中心
  • 治疗和復健诊所
  • 其他最终用户

第十一章 全球认知技能发展游戏和套件市场(按地区划分)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 亚太其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十二章 重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与併购
  • 新产品上市
  • 业务拓展
  • 其他关键策略

第十三章:企业概况

  • LEGO Group
  • ThinkFun
  • Hasbro Inc.
  • Educational Insights
  • Mattel Inc.
  • Hape International
  • Learning Resources
  • Osmo
  • VTech Holdings Ltd.
  • LeapFrog Enterprises
  • Melissa & Doug
  • Fat Brain Toys
  • Smartivity Labs
  • MindWare
  • Ravensburger AG
Product Code: SMRC31749

According to Stratistics MRC, the Global Cognitive Skill-Building Games & Kits Market is accounted for $3.56 billion in 2025 and is expected to reach $7.53 billion by 2032 growing at a CAGR of 11.3% during the forecast period. Cognitive skill-building games and kits focus on strengthening mental functions like memory, reasoning, attention, and problem-solving. They offer interactive, structured activities that encourage brain development through play. Suitable for both children and adults, these tools enhance focus, analytical thinking, creativity, and decision-making. Using puzzles, strategic challenges, or educational exercises, they make learning engaging while fostering cognitive growth, mental sharpness, and lifelong intellectual development in an enjoyable and effective manner.

Market Dynamics:

Driver:

Rising popularity of educational & STEM Toys/games

The growing emphasis on early cognitive development is fueling demand for educational and STEM-based games. Parents and educators are increasingly turning to interactive kits that promote problem-solving, logical reasoning, and creativity. These tools are seen as effective supplements to traditional learning, especially in fostering interest in science, technology, engineering, and math. The gamification of learning is gaining traction, with kits designed to align with school curricula and developmental milestones. As digital literacy becomes essential, skill-building games are being embraced as foundational tools for future readiness. This trend is accelerating market expansion across both home and institutional settings.

Restraint:

Intense competition from digital entertainment

Children are increasingly drawn to mobile games, streaming content, and social media, which often offer instant gratification and immersive experiences. This shift in attention poses a challenge for cognitive games that require sustained engagement and structured play. Moreover, the convenience and accessibility of digital devices make it harder for physical kits to maintain relevance. Manufacturers must innovate to compete with the dynamic and visually rich nature of digital content. Without compelling value propositions, traditional educational kits risk being sidelined in favor of screen-based alternatives.

Opportunity:

Personalized and adaptive learning

Cognitive kits are evolving to offer adaptive challenges that respond to a child's pace, strengths, and areas for improvement. This customization enhances engagement and learning outcomes, making the tools more effective and appealing. Integration with digital platforms allows for progress tracking, feedback loops, and tailored content delivery. As education becomes more learner-centric, demand for intelligent, responsive kits is expected to surge. This shift presents a major growth opportunity for developers focused on hybrid and tech-enabled learning solutions.

Threat:

Rapid technological obsolescence

Educational kits that fail to evolve with emerging tech trends risk becoming outdated quickly. Consumer expectations are rising, with preferences shifting toward interactive, app-integrated, or AR/VR-enhanced experiences. Companies must continuously invest in R&D to stay competitive and relevant. However, frequent updates can strain resources and complicate inventory management. Without agile innovation cycles, even well-established brands may struggle to retain market share in a rapidly evolving landscape.

Covid-19 Impact:

The pandemic significantly reshaped the dynamics of the cognitive games and kits market. With schools closed and remote learning on the rise, parents sought engaging educational tools to support at-home learning. This led to a surge in demand for DIY kits, puzzles, and STEM-based games that could supplement digital classes. However, supply chain disruptions and manufacturing delays temporarily constrained product availability. Post-pandemic, the emphasis has shifted toward hybrid learning models, sustaining interest in hands-on educational tools. The experience has underscored the importance of resilience, adaptability, and multi-format learning in future educational strategies.

The puzzle & board games segment is expected to be the largest during the forecast period

The puzzle & board games segment is expected to account for the largest market share during the forecast period. These formats are widely recognized for enhancing memory, critical thinking, and spatial reasoning in children. Their versatility across age groups and educational levels makes them a staple in both homes and classrooms. Additionally, the social and collaborative nature of board games supports emotional intelligence and communication skills. The resurgence of family-oriented activities during the pandemic has further boosted their popularity.

The educational institutions segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the educational institutions segment is predicted to witness the highest growth rate. Schools and learning centers are increasingly integrating cognitive kits into their curricula to foster experiential learning. These tools are used to reinforce STEM concepts, enhance classroom engagement, and support differentiated instruction. Government initiatives promoting digital and hands-on learning are also driving institutional adoption. Partnerships between kit manufacturers and educational boards are expanding access and standardizing usage. This institutional momentum is expected to significantly accelerate market penetration in the coming years.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share. Rapid urbanization, rising disposable incomes, and a growing emphasis on early childhood education are key drivers in the region. Countries like China, India, and Japan are witnessing increased parental investment in supplemental learning tools. Government-backed education reforms and STEM promotion initiatives are further fueling demand. The proliferation of edtech platforms is also creating synergies with physical cognitive kits.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR. The region benefits from a strong culture of innovation and early adoption of educational technologies. Parents and educators are increasingly seeking personalized, tech-integrated learning tools to complement formal education. Federal and state-level funding for STEM initiatives is also boosting institutional uptake. The presence of leading market players and robust distribution networks enhances accessibility and product variety. These dynamics are expected to drive sustained growth and innovation leadership in the region.

Key players in the market

Some of the key players in Cognitive Skill-Building Games & Kits Market include LEGO Group, ThinkFun, Hasbro Inc., Educational Insights, Mattel Inc., Hape International, Learning Resources, Osmo, VTech Holdings Ltd., LeapFrog Enterprises, Melissa & Doug, Fat Brain Toys, Smartivity Labs, MindWare, and Ravensburger AG.

Key Developments:

In September 2025, LEGO Group announced it has agreed to acquire LEGO(R) Discovery Centres and LEGOLAND(R) Discovery Centres from Merlin Entertainments. The acquisition will include 29 Centres in nine countries which attract around five million visitors each year.

In September 2025, Hasbro, Inc. and Disney Consumer Products announced a new, expanded collaboration between the PLAY-DOH brand and Disney to champion the power of imagination through immersive sensory play, storytelling, and experiences. The collaboration will feature PLAY-DOH compound-led play systems inspired by the magic of beloved Disney characters and stories.

Product Types Covered:

  • Puzzle & Board Games
  • STEM Kits
  • Language & Literacy Games
  • Math & Logic Games
  • Art & Creativity Kits
  • Sensory & Motor Skill Kits
  • Digital Cognitive Game
  • Other Product Types

Skill Types Covered:

  • Memory Enhancement
  • Visual-Spatial Processing
  • Critical Thinking & Reasoning
  • Emotional Intelligence & Social Skills
  • Attention & Focus

Age Groups Covered:

  • 0-4 Years
  • 5-8 Years
  • 9-12 Years
  • 13+ Years

Distribution Channels Covered:

  • Online Retailers
  • Specialty Toy Stores
  • Educational Institutions
  • Supermarkets/Hypermarkets

Material Types Covered:

  • Plastic
  • Wood
  • Cardboard/Paper
  • Mixed/Hybrid Materials

End Users Covered:

  • Individual Consumers
  • Schools & Learning Centers
  • Therapy & Rehabilitation Clinics
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Cognitive Skill-Building Games & Kits Market, By Product Type

  • 5.1 Introduction
  • 5.2 Puzzle & Board Games
  • 5.3 STEM Kits
  • 5.4 Language & Literacy Games
  • 5.5 Math & Logic Games
  • 5.6 Art & Creativity Kits
  • 5.7 Sensory & Motor Skill Kits
  • 5.8 Digital Cognitive Game
  • 5.9 Other Product Types

6 Global Cognitive Skill-Building Games & Kits Market, By Skill Type

  • 6.1 Introduction
  • 6.2 Memory Enhancement
  • 6.3 Visual-Spatial Processing
  • 6.4 Critical Thinking & Reasoning
  • 6.5 Emotional Intelligence & Social Skills
  • 6.6 Attention & Focus

7 Global Cognitive Skill-Building Games & Kits Market, By Age Group

  • 7.1 Introduction
  • 7.2 0-4 Years
  • 7.3 5-8 Years
  • 7.4 9-12 Years
  • 7.5 13+ Years

8 Global Cognitive Skill-Building Games & Kits Market, By Distribution Channel

  • 8.1 Introduction
  • 8.2 Online Retailers
  • 8.3 Specialty Toy Stores
  • 8.4 Educational Institutions
  • 8.5 Supermarkets/Hypermarkets

9 Global Cognitive Skill-Building Games & Kits Market, By Material Type

  • 9.1 Introduction
  • 9.2 Plastic
  • 9.3 Wood
  • 9.4 Cardboard/Paper
  • 9.5 Mixed/Hybrid Materials

10 Global Cognitive Skill-Building Games & Kits Market, By End User

  • 10.1 Introduction
  • 10.2 Individual Consumers
  • 10.3 Schools & Learning Centers
  • 10.4 Therapy & Rehabilitation Clinics
  • 10.5 Other End Users

11 Global Cognitive Skill-Building Games & Kits Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 LEGO Group
  • 13.2 ThinkFun
  • 13.3 Hasbro Inc.
  • 13.4 Educational Insights
  • 13.5 Mattel Inc.
  • 13.6 Hape International
  • 13.7 Learning Resources
  • 13.8 Osmo
  • 13.9 VTech Holdings Ltd.
  • 13.10 LeapFrog Enterprises
  • 13.11 Melissa & Doug
  • 13.12 Fat Brain Toys
  • 13.13 Smartivity Labs
  • 13.14 MindWare
  • 13.15 Ravensburger AG

List of Tables

  • Table 1 Global Cognitive Skill-Building Games & Kits Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Cognitive Skill-Building Games & Kits Market Outlook, By Product Type (2024-2032) ($MN)
  • Table 3 Global Cognitive Skill-Building Games & Kits Market Outlook, By Puzzle & Board Games (2024-2032) ($MN)
  • Table 4 Global Cognitive Skill-Building Games & Kits Market Outlook, By STEM Kits (2024-2032) ($MN)
  • Table 5 Global Cognitive Skill-Building Games & Kits Market Outlook, By Language & Literacy Games (2024-2032) ($MN)
  • Table 6 Global Cognitive Skill-Building Games & Kits Market Outlook, By Math & Logic Games (2024-2032) ($MN)
  • Table 7 Global Cognitive Skill-Building Games & Kits Market Outlook, By Art & Creativity Kits (2024-2032) ($MN)
  • Table 8 Global Cognitive Skill-Building Games & Kits Market Outlook, By Sensory & Motor Skill Kits (2024-2032) ($MN)
  • Table 9 Global Cognitive Skill-Building Games & Kits Market Outlook, By Digital Cognitive Game (2024-2032) ($MN)
  • Table 10 Global Cognitive Skill-Building Games & Kits Market Outlook, By Other Product Types (2024-2032) ($MN)
  • Table 11 Global Cognitive Skill-Building Games & Kits Market Outlook, By Skill Type (2024-2032) ($MN)
  • Table 12 Global Cognitive Skill-Building Games & Kits Market Outlook, By Memory Enhancement (2024-2032) ($MN)
  • Table 13 Global Cognitive Skill-Building Games & Kits Market Outlook, By Visual-Spatial Processing (2024-2032) ($MN)
  • Table 14 Global Cognitive Skill-Building Games & Kits Market Outlook, By Critical Thinking & Reasoning (2024-2032) ($MN)
  • Table 15 Global Cognitive Skill-Building Games & Kits Market Outlook, By Emotional Intelligence & Social Skills (2024-2032) ($MN)
  • Table 16 Global Cognitive Skill-Building Games & Kits Market Outlook, By Attention & Focus (2024-2032) ($MN)
  • Table 17 Global Cognitive Skill-Building Games & Kits Market Outlook, By Age Group (2024-2032) ($MN)
  • Table 18 Global Cognitive Skill-Building Games & Kits Market Outlook, By 0-4 Years (2024-2032) ($MN)
  • Table 19 Global Cognitive Skill-Building Games & Kits Market Outlook, By 5-8 Years (2024-2032) ($MN)
  • Table 20 Global Cognitive Skill-Building Games & Kits Market Outlook, By 9-12 Years (2024-2032) ($MN)
  • Table 21 Global Cognitive Skill-Building Games & Kits Market Outlook, By 13+ Years (2024-2032) ($MN)
  • Table 22 Global Cognitive Skill-Building Games & Kits Market Outlook, By Distribution Channel (2024-2032) ($MN)
  • Table 23 Global Cognitive Skill-Building Games & Kits Market Outlook, By Online Retailers (2024-2032) ($MN)
  • Table 24 Global Cognitive Skill-Building Games & Kits Market Outlook, By Specialty Toy Stores (2024-2032) ($MN)
  • Table 25 Global Cognitive Skill-Building Games & Kits Market Outlook, By Educational Institutions (2024-2032) ($MN)
  • Table 26 Global Cognitive Skill-Building Games & Kits Market Outlook, By Supermarkets/Hypermarkets (2024-2032) ($MN)
  • Table 27 Global Cognitive Skill-Building Games & Kits Market Outlook, By Material Type (2024-2032) ($MN)
  • Table 28 Global Cognitive Skill-Building Games & Kits Market Outlook, By Plastic (2024-2032) ($MN)
  • Table 29 Global Cognitive Skill-Building Games & Kits Market Outlook, By Wood (2024-2032) ($MN)
  • Table 30 Global Cognitive Skill-Building Games & Kits Market Outlook, By Cardboard/Paper (2024-2032) ($MN)
  • Table 31 Global Cognitive Skill-Building Games & Kits Market Outlook, By Mixed/Hybrid Materials (2024-2032) ($MN)
  • Table 32 Global Cognitive Skill-Building Games & Kits Market Outlook, By End User (2024-2032) ($MN)
  • Table 33 Global Cognitive Skill-Building Games & Kits Market Outlook, By Individual Consumers (2024-2032) ($MN)
  • Table 34 Global Cognitive Skill-Building Games & Kits Market Outlook, By Schools & Learning Centers (2024-2032) ($MN)
  • Table 35 Global Cognitive Skill-Building Games & Kits Market Outlook, By Therapy & Rehabilitation Clinics (2024-2032) ($MN)
  • Table 36 Global Cognitive Skill-Building Games & Kits Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.