Toys and Games

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.
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Toys and Games in the United Kingdom

Jul 2021

Limited options for social activities and travelling throughout 2020 resulted in households being confined to their homes and needing to find ways to entertain themselves. This provided elevated sales and strong growth for both traditional toys and ...

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Toys and Games in the Philippines

Jul 2021

The Philippines was placed under a long and strict lockdown. While community quarantine orders varied in terms of strictness across the country, non-essential businesses, such as toys and games retailers, were closed nationwide from mid-March to May ...

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Strategy Briefing

Strategy Briefing

World Market for Toys and Games

Jun 2021

Video games sales are projected grow a staggering 38% growth over the forecast period. Is there a place for traditional toys and games as we emerge from pandemic into a new normal world?...

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Toys and Games in Switzerland

Jun 2021

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...

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Strategy Briefing

Strategy Briefing

Consumer Systems and Home Automation - A Disruptive End to Silo Thinking

Jun 2021

In a world that now seems more about disruption than stability, it is always better to be the disruptor than the disrupted - and that means pushing horizons outwards. Strategy needs to be built as part of a wider consumer system rather than at ...

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Country Report

Country Report

Toys and Games in South Africa

Jun 2021

The COVID-19 pandemic has significantly impacted toys and games in South Africa. In traditional toys and games, the pandemic led to a rise in demand for certain products such as games and puzzles, dolls and accessories and construction, as friends ...

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Toys and Games in Brazil

Jun 2021

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 ...

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Country Report

Country Report

Toys and Games in Spain

Jun 2021

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 ...

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Toys and Games in Mexico

Jun 2021

Due to the outbreak of COVID-19 in 2020, the toys and games landscape recorded a decline in growth of 1%, compared to an uplift of 9% the previous year. However, this decline in growth was the result of poor sales within traditional toys and games, ...

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Country Report

Country Report

Toys and Games in Indonesia

May 2021

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 ...

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Toys and Games in Italy

May 2021

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 ...

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Toys and Games in Malaysia

May 2021

The Malaysian toys and games market maintained a positive performance during the COVID-19 crisis, primarily driven by the rising demand for video games. The video games category benefited from consumers looking for ways to entertain themselves and ...

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Toys and Games in China

May 2021

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: ...

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Country Report

Country Report

Toys and Games in Singapore

May 2021

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...

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Toys and Games in Japan

May 2021

Following the outbreak of COVID-19 the Japanese government adopted a range of measures in an attempt to control its spread, with this leading to consumers spending significantly more time at home. With many families forced to work and study at home, ...

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Toys and Games in Poland

May 2021

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 ...

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Country Report

Country Report

Toys and Games in Ukraine

May 2021

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....

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Toys and Games in Turkey

May 2021

COVID-19 had a massively positive effect on sales of toys and games in 2020 as people stayed at home due to lockdowns, home-schooling, and working from home. To entertain and educate children at home, and create quality time with them, parents ...

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Country Report

Country Report

Toys and Games in Sweden

May 2021

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. ...

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Country Report

Country Report

Toys and Games in France

May 2021

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 ...

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