Toys and Games

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Article

How Gamification is Reshaping Loyalty Programmes in the Middle East

Mehrnoush Shafiei

Mehrnoush Shafiei

29 Nov 23

Gamification is set to significantly influence loyalty programmes in the Middle East, primarily due to the evolving demographics and spending habits of Generation Z (Gen Z), who favour experiences over material possessions.

Article

Playing on the Big Screen: The Convergence of Toys, Games and Cinema

Isam Arshad

Isam Arshad

10 Nov 23

In the ever-evolving landscape of entertainment, a notable trend has emerged: the convergence of toys and video games with the cinematic world. This blog post unpacks the journey of toys and games from their traditional platforms to the celluloid world, exploring the financial boons, emotional connections, and the challenges faced. As we stand at the cusp of this entertainment renaissance, "From Playrooms to Silver Screens" offers a comprehensive look into the future of this intriguing intersection.

Article

Key Trends in Toys and Games: Focus on Asia Pacific and Western Europe

Jeremy Roberts

Jeremy Roberts

20 Oct 23

In Western Europe, high inflation is having a negative impact on sales of toys and games, with a similar situation prevailing in Asia Pacific, notably Japan, as rising prices in many areas of the economy are putting pressure on consumers’ disposable incomes. Despite this negative influence, Western Europe saw sales growth increase in 2022. In contrast, sales declined in Asia Pacific, due to losses in the region's highest value markets, China and Japan.

Article

Three Growth Opportunities for Traditional Toys in Post-Pandemic China

Alex Li

Alex Li

14 Sep 23

Despite a weak economic outlook for China over the forecast period, growth of traditional toys and games is poised to remain robust, driven by emerging consumer trends, policy initiatives, product innovations and channel restructuring.

Article

Kidults in Southeast Asia Are Driving Sales of Toys and Games

Jason Tjiptadi

Jason Tjiptadi

10 Jan 23

The pandemic has impacted the traditional toys industry unfavourably in Southeast Asia, except for Singapore. This is a striking difference from other regions where a prolonged stay at home period and travel restrictions have is due mainly to economic strain which stopped consumers from purchasing non-essential goods, and the exponential rise of free-to-play video games. Despite the challenging environment, the toy industry in the region remains afloat and can look forward to the future, because of ‘kidults’.

Event

Paperworld Middle East

Isam Arshad

Isam Arshad

Dubai World Trade Centre, UAE 15 Nov 22 | GST: 03:40 PM

Paperworld Middle East brings together world-renowned brands and regional players for an exciting three-day showcase, providing the ideal space to network, share ideas, source new products and discover new solutions that are sustainable, promote efficiency & productivity, and are cost effective.

Article

Sony’s Future is More than Game Consoles: The Metaverse Could Prove to be its Golden Goose

Isam Arshad

Isam Arshad

18 Oct 22

Overall retail sales of video games increased by 14% in 2021, while sales of games published by Sony Corporation increased by 43%. One of the drivers behind Sony's plan to further expand its gaming empire is the increased demand for video games, brought about by COVID-19 and the launch of the PlayStation 5 console in late 2020.

Article

Five Factors Shaping the Future of Sustainable Toys

Isam Arshad

Isam Arshad

15 Sep 22

There is growing environmental concern amongst consumers, with rising expectations that companies should do more to mitigate the effects their products have on the environment. Toy manufacturers are looking for opportunities to offer their products in ways that ease eco-anxiety and address the realities of a changing world.

Article

Strong Demand for Toys and Games to Continue in the New Normal

Loo Wee Teck

Loo Wee Teck

16 Jun 22

Sales of toys and games enjoyed a strong revival in 2020 and 2021, as most of the world was embroiled in COVID-19 lockdowns. As consumers were mainly home-bound, with nowhere to go, there was stronger demand for both video games and traditional toys and games.

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