Toys and Games in Germany

August 2026
USD 2,450
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Overview:

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

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Nintendo’S Console Refresh Increases Video Game Spend and Drives Recovery
Chart 2 Nintendo Switch 2 Launch
Adult Collectors Reshape Premium Offerings and Stabilise Value
Chart 3 League of Legends' Riftbound Cards
Recurring Subscriptions Strengthen Platform Loyalty and Insulate Revenue
Chart 4 Xbox Game Pass Price Rise
Chart 5 Value Sales 2020-2030
Chart 6 Value Sales by Category 2025
Digital Ecosystems and Collectible Demand Sustain Value Growth
Ip Consolidation and Recurring Revenue Models Define the Future of Toys and Games
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Top Players Anchor Leadership as Value Pools Concentrate
Global Deals Reshape Video Games Value Flows
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
E-Commerce Platforms Capture Spending as Digital Goods Surge
Chart 11 Retail Channels 2020-2025
Phygital Integration and Domestic Development Capacity Redefine the Product Development Brief
Ubisoft and Asus Target Adult Consumers with Domestically Anchored Software and Premium Portable Hardware
Corporate Consolidation and Physical Retail Repositioning Concentrate Commercial Returns among More Integrated Operators
Chart 12 Economic Context for Toys and Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Toys and Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Traditional Toys and Games in Germany

Key Data Insights

Traditional Toys and Games Summary
Chart 19 Key Industry Trends for Traditional Toys and Games
Influencers and Viral Collectibles Reshape Demand across All Ages
Chart 20 Paula Senfkorn with Labubus
Labubu and Trading Card Games Drive Viral Store Openings and Collector Frenzies
Chart 21 Riftbound League of Legends Trading Card Game
Nostalgia and Emotional Connection Expand the Collector Base beyond Children
Chart 22 Noris and Kosmos Hitster Adaptations
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
Kidult Collectors Reshape Demand as Population Shrinks
Chart 25 Analyst Insight for Traditional Toys and Games
Eu Compliance and Social Media Trends Set the New Terms for Competitive Success
Chart 26 Forecast Value Sales 2020-2030
Chart 27 Forecast Value Sales by Category 2025-2030
Lego Gmbh Capitalises on Construction Strength as Smaller Players Adapt to Shifting Demand
Chart 28 Company Shares 2025
Chart 29 Brand Shares 2025
E-Commerce Attracts Families with Better Deals and Convenience
Thalia Reinvents Toy Shopping with Events and Digital Integration
Chart 30 Retail Channels 2020-2025
Regulatory Compliance and Anticipatory Cultural Intelligence Redefine the Innovation Brief
German Manufacturers Convert Global Viral Formats into Locally Anchored Products
Declining Birth Rates and Niche Consumer Segmentation Are Reshaping Commercial Priorities
Chart 31 Economic Context for Traditional Toys and Games
Chart 32 Real Gdp Growth 2020-2030
Chart 33 Inflation 2020-2030
Chart 34 Consumer Context for Traditional Toys and Games
Chart 35 Population 2020-2030
Chart 36 Consumer Expenditure 2020-2030
Chart 37 Population by Generation 2025

Video Games in Germany

Key Data Insights

Video Games Summary
Chart 38 Key Industry Trends for Video Games
Nintendo's Switch 2 Launch Drives Surge in Hardware Sales
Chart 39 Nintendo Switch 2 Launch
Gamers Deepen Loyalty with Digital and Subscription-Based Ecosystems
Chart 40 Xbox Game Pass Price Rise
Retailers and Publishers Pivot as Physical Software Declines and Digital Adoption Accelerates
Chart 41 Value Sales 2020-2030
Chart 42 Value Sales by Category 2025
Brands Drive Growth by Shifting to Recurring Digital Spend
Leading Companies Deepen Loyalty by Prioritising Subscriptions and Digital Ecosystems
Chart 43 Forecast Value Sales 2020-2030
Chart 44 Forecast Value Sales by Category 2025-2030
Top Company Sustains Leadership as Ecosystem Loyalty Shapes Value
Major Global Deals Reshape Franchise Control and Spark Product-Driven Rebounds
Chart 45 Company Shares 2025
Chart 46 Brand Shares 2025
Digital Platforms Capture Everyday Spend as Boxed Sales Erode
Chart 47 Retail Channels 2020-2025
Franchise Ownership and Domestic Ip Development Emerge as the Defining Innovation Priorities
Franchise Investment and Structural Consolidation Reshape the Product Landscape
Corporate Consolidation and Ecosystem Lock-In Concentrate Returns among Certain Franchise Holders
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
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This report originates from Passport, our Toys and Games research and analysis database.

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