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Toys and Games in Argentina
June 2022
Toys and games in 2021: The big picture
Facing a second year of pandemic, the toys and games industry in Argentina continued to grow in both current and constant value terms, with growth across both traditional toys and games and video games. Sales were driven mainly by home seclusion, which led consumers to increase their indoor domestic activities, substituting their outdoor entertainment occasions.
2021 key trends
Major disruptions in the international supply chain, government restrictions on imports, and the continuous financial crisis in Argentina made the prices of imported goods increase above inflation, driving the consumer market to satisfy their needs with locally produced goods. Also, the lack of new films over the two pandemic years weakened sales of licensed toys and games, which are mainly driven by new launches at the cinema targeted towards children.
Competitive landscape
Despite their need to file a lawsuit so they could import raw materials, local companies gained leverage due to the import restrictions and difficulties during 2021. The huge increases in prices made consumers turn to locally produced traditional toys and games to fulfil their needs, benefiting local companies.
Retailing developments
Despite being one of the countries in the world with the highest number of toy stores, the Argentinean market continued to observe a migration towards e-commerce in 2021. Traditional companies either started to elaborate their own online operations, or allied to marketplaces such as Mercado Libre to boost their sales.
What next for toys and games?
As it is expected that the sanitary crisis will be classified as endemic throughout 2022, it is also expected that the restrictions that were being implemented as a government response will decrease, making way for the full reopening of physical distribution channels. There will be, however, a residual effect regarding sales across channels, leveraging the fact that companies have developed better ways to reach consumers through their online operations.
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Overview:
Understand the latest market trends and future growth opportunities for the Toys and Games industry in Argentina with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:
Traditional Toys and Games
Video Games
If you're in the Toys and Games industry in Argentina, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Toys and Games in Argentina report includes:
Analysis of key supply-side and demand trends
Detailed segmentation of international and local products
Historic volume and value sizes, company and brand market shares
Five year forecasts of market trends and market growth
Robust and transparent research methodology, conducted in-country
This report answers:
What is the market size of Toys and Games in Argentina?
Which are the leading brands in Toys and Games in Argentina?
How are products distributed in Toys and Games in Argentina?
How is the rise of e-commerce impacting the retail landscape and traditional outlets?
What are the key safety regulations to observe in Argentina?
How has retail disruption following COVID-19 and national lockdown impacted sales?
Where is future growth expected to be most dynamic?
Is it more important to appeal to children or adults?
Toys and Games in Argentina
EXECUTIVE SUMMARY
Toys and games in 2021: The big picture
2021 key trends
Competitive landscape
Retailing developments
What next for toys and games?
MARKET DATA
Table 1 Sales of Toys and Games by Category: Value 2016-2021Table 2 Sales of Toys and Games by Category: % Value Growth 2016-2021Table 3 NBO Company Shares of Toys and Games: % Value 2017-2021Table 4 LBN Brand Shares of Toys and Games: % Value 2018-2021Table 5 Distribution of Toys and Games by Format: % Value 2016-2021Table 6 Forecast Sales of Toys and Games by Category: Value 2021-2026Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2021-2026
DISCLAIMER
SOURCES
Summary 1 Research Sources
Traditional Toys and Games in Argentina
KEY DATA FINDINGS
2021 DEVELOPMENTS
Home seclusion brings traditional toys and games back to the table
Increasingly difficult economic and political scenario challenges players’ resilience
Government response to new variants leads stores to close once more
PROSPECTS AND OPPORTUNITIES
Nostalgia keeps interest in traditional toys and games high
E-commerce expansion invites all players on board
Local production and licenses are possible solutions to import difficulties
CATEGORY DATA
Table 8 Sales of Traditional Toys and Games by Category: Value 2016-2021Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2016-2021Table 10 Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2016-2021Table 11 NBO Company Shares of Traditional Toys and Games: % Value 2017-2021Table 12 LBN Brand Shares of Traditional Toys and Games: % Value 2018-2021Table 13 Distribution of Traditional Toys and Games by Format: % Value 2016-2021Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2021-2026Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2021-2026Table 16 Forecast Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2021-2026
Video Games in Argentina
KEY DATA FINDINGS
2021 DEVELOPMENTS
Home seclusion continues to influence entertainment options
Multiple difficulties impact sales of imported goods
Migration to cloud gaming intensifies
PROSPECTS AND OPPORTUNITIES
Continued move to digital software to avoid government restrictions
Cross-device games draw attention and drive in-game purchases
Mobile gaming offers an alternative to expensive static consoles
CATEGORY DATA
Table 17 Sales of Video Games by Category: Value 2016-2021Table 18 Sales of Video Games by Category: % Value Growth 2016-2021Table 19 NBO Company Shares of Video Games: % Value 2017-2021Table 20 LBN Brand Shares of Video Games: % Value 2018-2021Table 21 NBO Company Shares of Video Games Hardware: % Value 2017-2021Table 22 LBN Brand Shares of Video Games Hardware: % Value 2018-2021Table 23 NBO Company Shares of Video Games Software: % Value 2017-2021Table 24 Distribution of Video Games by Format: % Value 2016-2021Table 25 Distribution of Video Games Hardware by Format: % Value 2016-2021Table 26 Distribution of Video Games Software by Format: % Value 2016-2021Table 27 Distribution of Video Games Software (Physical) by Format: % Value 2016-2021Table 28 Distribution of Video Games Software (Digital) by Format: % Value 2016-2021Table 29 Forecast Sales of Video Games by Category: Value 2021-2026Table 30 Forecast Sales of Video Games by Category: % Value Growth 2021-2026
The following categories and subcategories are included:
Toys and Games
Action Figures and Accessories
Arts and Crafts
Baby and Infant
Construction
Dolls and Accessories
Dress-Up and Role Play
Games and Puzzles
Model Vehicles
Outdoor and Sports
Plush
Pre-School
Remote Control Toys
Ride-On Vehicles
Scientific/Educational
Other Traditional Toys and Games
Hand-Held Consoles
Static Consoles
AR/VR Headsets
Computer Games (Physical)
Console Games (Physical)
Computer Games (Digital)
Console Games (Digital)
Online Games
Mobile Games
Console Games (Physical)
Console Games (Digital)
Computer Games (Physical)
Computer Games (Digital)
Online Games
Mobile Games
Computer Games (Game Sales)
Console Games (Game Sales)
Online Games (Game Sales)
Mobile Games (Game Sales)
Computer Games (In-Game Purchases)
Console Games (In-Game Purchases)
Online Games (In-Game Purchases)
Mobile Games (In-Game Purchases)
Toys and Games
This is the aggregation of traditional toys and games and video games.
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This report originates from Passport, our Toys and Games research and analysis database.
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