Wednesday 19 December 2018

Toys and Games Market 2025: Industry Growth, Definition, Classification and Consumption Volume Forecast


19 December 2018 – The Global Toys and Games Market is anticipated to rise at a higher CAGR in the predicted period. Toys and games are for enjoyment of the children’s depending on the age of the children. The toys and games are developed, for entertainment, joy, education, brain development, physical development etc. There are different types of game and the equipment and the accessories. Also, they are having the key functions education and other. Besides that, the important thing is the development of imaginations in kids from a smaller age.The market comprises different types of toys and game for activities and the huge number of offered products such as teddy bears, tennis rackets, dolls and others. Due to this increase in the demand which upsurge the market growth and demand is high during the forecast period. Due to the development of new technology the market is growing high during the predicted period.


There is a high increase in the customer demand for branded toys and games that enable parents spending in this product to develop ability of the child. Owing to rise in disposable income, increase in the awareness among parents is some factors that may upsurge the market growth.For the adult who are growing the games and toys which teach the bond between the social life, also explore the different relationships, practices skill which is need in the adult. So, this segment is growing higher between the parents. Playing with toys is significant when it comes to mounting up and knowledge about the world around us.


Toys and Games Market is segmented by Types traditional toys, video games and accessories. At present, among parents there is increase in the awareness for the new developmental technology which will upsurge for the demand of the new toys in the market and whereas the traditional games are lagging due to the technology, which will be witnessing a decline in request, whereas the purchasing attention for video, online games and intelligent toys is on an upward path.Toys and Games Market is segmented, By Product Type Dolls, Game and Puzzles, Infant/pre-school toys, activity toys, plush toys, Ride-on, and Others (Construction toys, musical toys, raffles, and electronic toys). Toys and Games Market is segmented by application into Baby, Boys, and Girls.Toys and Games Market is segmented, By Geographical Region the North American region consists of the U.S., and Canada. Latin America region consists of Mexico and Brazil. The Western European region consists of Germany, Italy, France, England and Spain. The Eastern European region consists of Poland and Russia. Asia Pacific region consists of China, India, ASEAN, Australia & New Zealand. The Middle East and Africa region consists of GCC, South Africa and North Africa.

The North America market is growing high and Europe is expected to follow the trend in terms of purchases. In the future, the industry growth is predictable to be encouraged by new chances for toys and games corporations developing in Latin America and the Asia Pacific.

Key players in the Toys and Games Market include Playmates Toys Golden Bear Products, Corgi Classics, Giochi Preziosi, Playmobil, Simba-Dickie, LeapFrog Enterprises Hasbro, Lego Group, Mattel, Bandai, Vivid Imaginations, Toy Quest, Green Owl Toys, Liberty games, MGA Entertainment, Kids II Funtastic, JAKKS Pacific, Lansay France.


Market Segment:
Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), market share and growth rate of Toys and Games in these regions, from 2013 to 2025 (forecast), covering
• North America
• Europe
• China
• Japan
• Southeast Asia
• India

On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into
• Games and Puzzles
• Infant and Preschool
• Others

On the basis of the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate for each application, including
• Girls
• Boys

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