Toys and Games in China

August 2026
USD 2,450
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

This report comes in PDF with additional info in Excel included.

Overview:

Understand the latest market trends and future growth opportunities for the Toys and Games industry in China 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 China, 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 China 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 China?
  • Which are the leading brands in Toys and Games in China?
  • How are products distributed in Toys and Games in China?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in China?
  • 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 China

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Traditional Toys and Games Outpace Video Games as Premium Demand Accelerates
Collector Demand Reshapes Brand Rankings and Value Creation
Compliance and Channel Divergence Redefine Go-To-Market Strategies
Chart 2 Value Sales 2020-2030
Chart 3 Value Sales by Category 2025
Adult Collectors and Ip Brands Are Expected to Drive Future Value Growth
Chart 4 Analyst Insight for Toys and Games
Compliance Requirements Are Expected to Play a Greater Role in Product Development
Premiumisation Is Expected to Support Resilience Amid Demographic Pressures
Chart 5 Forecast Value Sales 2020-2030
Chart 6 Forecast Value Sales by Category 2025-2030
Pop Mart and Kayou Reshape Brand Rankings as Collectibles Gain Scale
Tencent and Netease Maintain Leadership through Mobile and Online Gaming
Chart 7 Company Shares 2025
Chart 8 Brand Shares 2025
Retail E-Commerce Extends Its Lead as Offline Retail Plays a Supporting Role
Live-Commerce and Experiential Retail Strengthen Consumer Engagement
Chart 9 Retail Channels 2020-2025
Collector Demand Shifts Product Development Towards Ip and Engagement
Blind-Box Collectibles, Trading Cards and Mobile Launches Set the Pace
Chart 10 Labubu Mania Puts Pop Mart at the Head of China's Collectibles Surge
Long-Term Engagement Becomes the Foundation of Value Creation
Chart 11 Economic Context for Toys and Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Toys and Games
Chart 15 Population 2020-2030
Chart 16 Consumer Expenditure 2020-2030
Chart 17 Population by Generation 2025

Traditional Toys and Games in China

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Kidult Consumers Reshape Growth in Traditional Toys and Games
Collectability, Nostalgia and Cultural Narratives Reinforce Premium Positioning
Emotional Value Becomes a Key Differentiator in Toy Purchases
Chart 19 Pop Mart’S Pucky Tap Tap Babies Series Tapping on Emotional Value in Toys
Chart 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Kidult Consumers Are Set to Define Future Growth Opportunities
Chart 22 Analyst Insight for Traditional Toys and Games
Ai-Enabled Toys Are Expected to Create New Innovation Opportunities
Intellectual Property Is Set to Become the Industry’S Key Strategic Asset
Chart 23 Forecast Value Sales 2020-2030
Chart 24 Forecast Value Sales by Category 2025-2030
Pop Mart Leverages Omnichannel Execution and Proprietary Ip to Outpace Rivals
Proprietary Ip and Consumer Engagement Drive Share Gains
Chart 25 Company Shares 2025
Chart 26 Brand Shares 2025
Experiential Retail Concepts Help Offline Channels Retain Relevance
Douyin and Livestream Commerce Accelerate E-Commerce Growth
Chart 27 Retail Channels 2020-2025
Sensory Design and Cultural Authenticity Become the New Frontiers of Toy Innovation
Chart 28 Wentongzi Extends Its Chinese Culture-Led Product Narrative through Nobody
Blokees, Pop Mart and Wentongzi Demonstrate Distinct Paths to Premium Product Development
Chart 29 Blocks Launches New Blokees Wheels Series with Classic Ip Batman, Targeting Kidults
Culturally Grounded Products and Omnichannel Distribution Amplify Commercial Returns
Chart 30 Economic Context for Traditional Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Traditional Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Video Games in China

Key Data Insights

Video Games Summary
Chart 37 Key Industry Trends for Video Games
Tencent Drives Engagement as Digital Libraries Eclipse Physical Sales
Live-Service Franchises Sustain Software Dominance
Chart 38 Valorant Mobile Rapidly Scales to 50 Million Players Following Launch
Publishers Refine Mobile Engagement to Drive Spending Efficiency
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Publishers Are Expected to Balance Domestic Engagement with Overseas Expansion
Chart 41 Analyst Insight for Video Games
Software Is Set to Consolidate Its Dominance over Hardware
Ai and Compliance Are Expected to Reshape Monetisation and Retention Strategies
Chart 42 Forecast Value Sales 2020-2030
Chart 43 Forecast Value Sales by Category 2025-2030
Tencent Maintains Leadership as Netease Continues to Gain Share
Mobile-First Franchises Continue to Outperform Hardware-Focused Players
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
Digital Distribution Leaves Store-Based Retail on the Margins
Digital Storefronts and Platform Ecosystems Shape Channel Development
Chart 46 Retail Channels 2020-2025
Ai Personalisation and Regulatory Discipline Reshape Innovation
Valorant Mobile and Where Winds Meet Demonstrate the Power of Mobile-First Launches
Chart 47 Switch 2 Delay and Eshop Closure Accelerate China's Shift to Digital Console Gaming
Continuous Engagement Becomes the Primary Source of Value Creation
Chart 48 Economic Context for Video Games
Chart 49 Real Gdp Growth 2020-2030
Chart 50 Inflation 2020-2030
Chart 51 Consumer Context for Video Games
Chart 52 Population 2020-2030
Chart 53 Consumer Expenditure 2020-2030
Chart 54 Population by Generation 2025

Country Reports Disclaimer

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
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

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

See all of our definitions
Share:

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This report originates from Passport, our Toys and Games research and analysis database.

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!