Toys and Games in Asia Pacific

August 2023

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.

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This report comes in PPT.

Key findings

Toy players transforming into entertainment businesses can cut both ways

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.

“Kidults” an important consumer segment for future value growth

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.

Already major e-commerce share continues growing

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.

Positive growth expected for toys and games in 2022-2027

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.

Scope
Key findings
Video games now very much the dominant force in overall toys and games
Asia Pacific houses the biggest regional toys and games market
Positive growth expected after the dip in sales seen in 2022
Video games strongly outselling traditional toys in games in most markets
India leads the way in terms of video games growth over 2017-2022
Video games responsible for all the new sales added in toys and games in 2017-2022
Issuing of fewer video game licences and COVID-19 hit Chinese toys and games sales in 2022
Trading card craze helps games and puzzles to continue recording strong growth in Japan
E-commerce the dominant channel for sales of toys and games
Most video games sales, particularly software, are now through the online channel
Specialist outlets still have a role to play in traditional toys and games
Increasing concentration in China, the region’s major market
Top three players gaining share over 2017-2022
China the main revenue generator for more than half of the top 10 players
Pop Mart’s upward movement flatlines in recent years after earlier dynamism
Growth expected throughout the forecast period for Asia Pacific’s toys and games market
Forecast period growth to be slower than in 2017-2022 due to Chinese regulations
India and Indonesia expected to see dynamic growth over the forecast period
China: Market Context
China: Competitive and Retail Landscape
Hong Kong, China: Market Context
Hong Kong , China: Competitive and Retail Landscape
India: Market Context
India: Competitive and Retail Landscape
Indonesia: Market Context
Indonesia: Competitive and Retail Landscape
Japan: Market Context
Japan: Competitive and Retail Landscape
Malaysia: Market Context
Malaysia: Competitive and Retail Landscape
Philippines: Market Context
Philippines: Competitive and Retail Landscape
Singapore: Market Context
Singapore: Competitive and Retail Landscape
South Korea: Market Context
South Korea: Competitive and Retail Landscape
Taiwan: Market Context
Taiwan: Competitive and Retail Landscape
Thailand: Market Context
Thailand: Competitive and Retail Landscape

Toys and Games

This is the aggregation of traditional toys and games and video games.

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