The regional toys and games market was negatively impacted in 2022 by the downturn in sales in China due to surging case numbers of the Omicron variant of COVID-19. A sales decline in Japan, following two years of strong growth during the pandemic, also hit overall sales in Asia Pacific. Positive growth will be seen over the forecast period, although regulation in China of the time spent by minors playing video games could take some steam out of this category’s momentum in the coming years.
This report comes in PPT.
Samg Entertainment, a domestic 3D animation company, recorded very dynamic growth in South Korean traditional toys and games in 2022. It entered the category in 2020 through its Catch Teenieping brand of dolls and accessories and plush toys, quickly gaining share and moving up to second in traditional toys and games and fourth in toys and games in 2022.
In terms of video games, the regulation in China is getting stricter, which could act as a drag on sales. The country’s anti-addiction measures for minors include limits on the amount of time they can spend playing video games. It will therefore be important for manufacturers to expand their target audience by not only catering to the demands of children, but also so-called kidults, with their greater spending power.
With digital sales completely dominating video games software, and the latter category the dominant force in video games overall, retail e-commerce now accounts for almost 90% of value sales in video games. While traditional toys and games stores remains an important channel for traditional toys and games, the e-commerce share is expected to continue growing, with an omnichannel presence increasingly important for store-based players.
Although the blind collectables (China) and trading card games (Japan) booms look to be losing momentum moving into the forecast period, positive growth is expected for toys and games in the coming years in Asia Pacific. Construction and mobile games will continue to be key growth drivers in traditional toys and games and video games, respectively, while AR/VR headsets will be most dynamic over 2022-2027.
This is the aggregation of traditional toys and games and video games.
See All of Our DefinitionsIf you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!