Euromonitor International publishes the world's most comprehensive market research on the toys and games industry. Our reports feature a wealth of standardised and cross-comparable statistics including total market sizes, market share and brand share data, distribution and industry trends and sub-category level information.
Jul 2017
Macroeconomic and political instability along with currency devaluation pushed Latin American traditional toys and games sales growth into negative territory in 2016, disrupting the years of high sales growth the region had been experiencing. The ...
Jul 2017
Traditional toys and games sales have rebounded in Western Europe as stabilising economies throughout the region as well as the growing interest in licensed products have helped to lift the market. However, declining birth rates will continue to ...
Jul 2017
Toys and games sales rebounded in 2016 as recovering emerging markets, surging games and puzzles sales, and new VR introductions propelled the industry forward. Traditional toys saw major changes as games and puzzles became the fastest growing ...
Jul 2017
In 2016 overall toys and games experienced positive current value growth despite the slowdown in sales of licensed toys, and some of the traditional toys and games categories as compared with the previous year. This was due to the strong performance ...
Jul 2017
Value growth of toys and games remained in double-digits in 2016, faster than in 2015. This was supported by new product launches, aggressive promotions by key players, and the rapid expansion of modern retailers. These factors led to great awareness...
Jun 2017
Toys and games recorded a positive performance with double-digit value growth in 2016. Actual value sales of video games outweighed those of traditional toys and games for the third consecutive year thanks to online games and mobile games. ...
Jun 2017
Asia Pacific is the second largest traditional toys and games market globally and is set to expand its footprint on the industry due to China, where toys are increasingly viewed as child development tools. Other emerging markets in the region with ...
Jun 2017
2016 saw stagnation in different economic sectors. The decline in consumption reached its lowest level since 2010. Argentinian consumers faced lower purchasing power because of inflation and the fall in employment. This context had a strong negative ...
Jun 2017
Toys and games in India continued to grow in 2016, albeit driven by video games sales rather than the more slowly growing traditional toys and games category. Urban consumers in particular continued to spend on digital games. In 2016, growth was ...
Jun 2017
Toys and games posted double-digit growth for the third consecutive year in the Philippines, primarily due to good economic performance translating to higher growth in consumer spending. Sales of traditional toys and games remained stable, buoyed by ...
Jun 2017
2016 continued to be a challenging year for Brazil, with consumers still severely affected by the economic crisis that hit the country. Under such scenario, consumers were more diligent regarding purchases of non-essential goods. Consequently, ...
Jun 2017
Toys and games recorded healthy value growth in 2016 driven by the strong performance of video games, which saw a double-digit increase in sales. In addition, traditional toys and games also posted positive growth, with construction toys leading the ...
Jun 2017
The significant growth seen in toys and games in 2016 signalled an improvement on the growth seen over the review period, which was already encouraging. The growth seen in video games was driven by video games software (digital), in particular mobile...
Jun 2017
Parents in Turkey showed growing interest in higher quality traditional toys and games products in 2016. Together with the increasing popularity of digital gaming in the country, this continued to drive the positive development of the local toys and ...
Jun 2017
Retail value sales of toys and games posted slower growth in 2016, compared with 2015, although most subcategories performed positively. The key reasons for the slowdown were a bleak economic outlook, weaker purchasing power and a slower increase in ...
Jun 2017
Traditional toys and games is a strong industry, showing 4% growth in retail value sales in 2016. Despite national events like the US presidential elections, where consumers reduced their expenses until the outcome and thus delayed the boost of the ...
Jun 2017
Compared to the previous year, toys and games current value sales grew at a slower rate in France in 2016 due to demographic trends, evolving consumption patterns and increasing saturation. In video games, double-digit growth for digital software was...
Jun 2017
Toys and games displayed strong growth in current value terms in 2016. Both traditional toys and games and video games easily outperformed their respective value CAGRs for the review period. Digital and in-game purchases were the main drivers behind ...
Jun 2017
In 2016, the growth of the toys and games industry was slower than in the review period due to the weak performance of video games. While traditional toys and games grew strongly, video games software (physical) and video games hardware declined in ...
Jun 2017
Toys and games continued to register high current retail value growth in 2016 although the rate of growth slowed compared with that of the previous year. This was due largely to lower prices in the highly competitive traditional toys and games ...
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