Market research on the toys and games industry. Standardised and ...
Market research on the toys and games industry. Standardised and cross-comparable statistics including total market sizes, market share and brand share data, distribution and industry trends and category information.
In 2022, the German video games industry was being driven by advancements in technology, a growing number of gamers, and increased societal interest in gaming and e-sports. The industry is centred around the development of next-generation consoles,…
Traditional toys and games in Germany saw a decline in 2022, in part driven by broad uncertainty in the region. While pandemic restrictions were lifted in early 2022, inflation crept in by the third quarter, and many consumers were more cautious with…
In Germany, while traditional toys and games continued to decline in 2022, video games enjoyed positive growth as more technology is integrated in toys to keep up with digital trends. Furthermore, Germany took longer to remove pandemic restrictions…
As e-commerce growth rates slow from historic highs, the online channel is no longer a rising tide for all categories and brands. While potential exists with e-commerce accounting for 50% of retail’s expected growth in the next five years, retailers…
Gaming subscriptions are becoming increasingly popular in India, as more people are moving beyond casual gaming. In the past couple of years, especially due to the pandemic, there has been a fundamental shift in consumer behaviour, wherein there is a…
The implementation of the Toys (Quality Control) Order by the Indian government in 2021 brought about new regulations that mandated BIS certification for all toys sold in India, regardless of where they are produced. The primary objective behind this…
The toys and games industry in India continued its upwards trajectory in 2022, with a double-digit increase in current value terms. However, the performances across the two categories, traditional toys and games and video games, saw a significant…
There was slowed demand for video games in the post-pandemic environment of 2022 as household expenditure on video games normalised following the removal of COVID-19 restrictions. Sales spiked in 2020 and 2021 during the height of the pandemic as…
The demand for traditional toys and games slowed in 2022 with the lifting of pandemic restrictions and the return to school and work. Due to COVID-19 restrictions and remote or hybrid working, parents spent more time at home with their children…
2022 was a bumpy year for toys and games in Sweden, with the first two quarters seeing growth followed by declining sales in September and October and then a return to growth over the Christmas period. The strong pandemic-induced growth, as consumers…
This report examines inflation levels and drivers globally and in key countries. Global inflation is moderating, although volatility in the energy markets and faster consumption growth in China are among the key risks that could increase inflation.…
The Asian consumer is changing. Traditional values that served the collective in terms of both society and the family are on the wane, with COVID-19 lockdowns accelerating a new focus on individualism and the self. This report explores how Asian…
Smart home adoption will accelerate in the near term, as Matter-enabled devices become commonplace. Interoperability will enable companies to provide better experiences, while consumers will enjoy improved and more personalised services.
This report examines inflation levels and drivers globally and in key countries. In 2023, global inflation is expected to ease from its peak in 2022, but remaining significantly above-trend. Geopolitical risks and uncertainty in the energy market are…
While e-commerce has continued to gain share in recent years, helped by lockdowns and enforced closures of store-based retail outlets during the pandemic, traditional toys and games stores do still have a role to play, particularly for traditional…
Cloud gaming has been gaining lots of traction in recent years as it allows people to access graphically demanding games without owning top-tier gaming hardware. As it offers low entry price for a PC or console experience, many expected it to take…
This report examines inflation levels and drivers globally and in key countries. Global inflation is reaching a peak, although geopolitical risks and uncertainty in the energy market remain key risks. The impact varies between countries, with…
This report discusses the current state of play of LEGO’s traditional toys and games business at a global level and gives a performance outlook for the years ahead. It considers LEGO’s strategy, from initiatives related to sustainability and social…
This report examines inflation levels and drivers globally and in key countries. Global inflation is reaching a peak, although geopolitical risks and uncertainty in the energy market remain key risks. The impact varies between countries, with…
Sony Interactive Entertainment (SIE) is the gaming and digital entertainment arm of Sony Corp, formerly known as Sony Computer Entertainment (SCE). Sony has reorganised its business portfolio over time to better reflect how the company currently…