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.
Toys and games benefitted from a positive impact from the Coronavirus (COVID-19) pandemic in 2020. Indeed, the growth in traditional toys and games in 2020 was the strongest seen in the entire review period. Categories that fit in well with the needs…
Overall, toys and games saw only very slight current value growth in 2020, but performance was markedly different across traditional toys and games and video games, as well as within these categories themselves. Traditional toys and games performed…
Overall, toys and games enjoyed another robust performance in the Indonesian market in 2020, largely due to the impressive value growth posted by mobile games, the largest contributor to toys and games value sales. As a result of the COVID-19…
Sales of toys and games in Germany performed very well in 2020, posting the strongest value growth across the entire review period. Even before 2020, there was already an underlying desire amongst parents in Germany, and to some extent grandparents,…
Toys and games recorded a decline in current value growth in 2020, primarily as a result of widespread store closures during the national lockdown following the outbreak of COVID-19 in the country. This category comprises a large number of…
Prior to the outbreak of COVID-19, the Ukrainian economy had been expanding at a steady pace, and the outlook was reasonable positive. The disruption caused by the pandemic resulted in a sharp economic contraction for 2020 as a whole.
Toys and games in Thailand maintained current value growth in 2020, although the rate of increase was slower than in any other year of the review period. With the arrival of COVID-19 in the country, a lockdown was implemented to try and stop the…
COVID-19 had a good impact on toys and games sales in Romania in 2020. Cocooning made Romanians of all ages explore entertainment opportunities, often resorting to video games. With children spending more time at home (as schools were closed for…
Toys and games benefited from the COVID-19 pandemic as Australians were forced to spend much more time at home during lockdown. Home-schooling trends led to an increase in scientific/educational games, particularly those related to STEM subjects,…
COVID-19 has had a mixed impact on the toys and games industry, with traditional toys and games registering weaker growth in 2020. While people were forced to stay at home during the lockdown period, many chose to save for the expected border opening…
The Polish toys and games market performed very well during the COVID-19 crisis as adults confined to their homes looked for forms of entertainment suitable for life indoors and children spent much more time learning and playing at home as schools…
Toys and games saw a better overall performance in Sweden in 2020 compared to 2019. Although there was no formal lockdown in the country in 2020, many people stayed at home more, avoiding places that can become crowded such as bars and restaurants.…
Despite the outbreak of COVID-19 in 2020, toys and games registered heightened value growth, recording 5% growth compared to a slight value decline in 2019. Growth was significantly driven by video games, while traditional toys recorded a marginal…
The COVID-19 pandemic in 2020 led to significant changes in consumer purchasing behaviours. In mid-March 2020, the Argentine government enforced a social, preventive and mandatory confinement throughout the country. These lockdown measurements…
Both traditional toys and games and video games registered higher current value in 2020, compared with 2019. However, in terms of traditional toys and games, current growth was only up marginally. All the same, COVID-19 changed consumer behaviours…
The toys and games industry is evolving, and so are the strategies being employed by the top companies to remain competitive. Both video game and traditional toy companies alike are employing more resources for licensing, technology, and…
COVID-19 has had a mixed impact on the toys and games industry. The traffic slump in offline channels led value sales of traditional toys and games to fall in 2020. Families were forced to spend more time at home, which became a double-edged sword:…
In 2020, toys and games saw a better performance in current value terms compared with 2019. COVID-19 did not have a negative an impact in Taiwan, mostly because the country was not under lockdown during the year and stores remained open. Both…
India was badly impacted by COVID-19 in 2020. The government therefore took stringent measures to control its spread by implementing national and regional lockdowns and educating citizens about the virus and regulations around social distancing and…
In March 2021, one year after the beginning of the COVID-19 pandemic in Brazil, the country faced a worst case scenario in terms of the evolution of the pandemic. There was a second wave of confirmed COVID-19 cases, much higher than that recorded in…