Toys and Games in Hong Kong, China

August 2026
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Overview:

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

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Digital Ecosystems and Subscriptions Ensure Recurring Spending
Chart 2 Xbox Game Pass and PlayStation Plus put Ecosystem Value at the Centre of Hong Kong Spending
Adult Collectors Transform Display-Led Retail and Brand Engagement
Chart 3 Lego's City-Wide "Lok Jai" Campaign Reinforces Premium Construction in Hong Kong
Edutainment and Stem Play Surge as Parents Prioritise Quality Learning
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Tencent and Netease Grow Digital Ecosystems as Recurring Spend Overtakes One-Off Sales
Premium Collectibles and Educational Toys Bring Value Growth
Chart 6 Toniebox 2 Rollout Powers Hong Kong's Connected-Learning Trend
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Nintendo and Sony Reinforce Leadership as Digital Ecosystems Shape Value
Designer-Toy Innovators and Major Deals Accelerate Creative Growth
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
E-Commerce Strengthens Its Lead across Toys and Games
Experiential Retail and Digital Platforms Redefine Channel Innovation
Chart 11 Retail Channels 2020-2025
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 Population by Generation 2025

Traditional Toys and Games in Hong Kong, China

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Collectibles and Premium Products Bring Value Growth
Chart 19 Prismatic Evolutions Causes Record Demand across Hong Kong's Card Scene
Lego and Gundam Anchor Construction as Top Value Driver
Chart 20 Lego's City-Wide "Lok Jai" Campaign Reinforces Premium Construction in Hong Kong
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Adult Collectors and Parents Sustain Growth in Traditional Toys and Games
Chart 23 Analyst Insight for Traditional Toys and Games
Events and Communities Reshape Toy Purchasing
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Lego Extends Its Lead in a Concentrated Market
New Products and Events Boost Engagement
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Specialist Stores Remain the Core Channel for Toys and Collectibles
Experiential Concepts and E-Commerce Expand Consumer Reach
Chart 28 Retail Channels 2020-2025
Kidult Demand and Cultural Identity Drive Product Innovation
Chart 29 Designercon's Hong Kong Debut Showcases the City's Designer-Toy Heritage
Connected Learning and Event-Led Launches Extend the Product Frontier
Local Ecosystems and Experiential Retail Create New Competitive Frontiers
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 Population by Generation 2025

Video Games in Hong Kong, China

Key Data Insights

Video Games Summary
Chart 36 Key Industry Trends for Video Games
Microsoft’S Subscription Overhaul Shifts Spending to Bundled Libraries
Chart 37 Xbox Game Pass and Playstation Put Ecosystem Value at the Centre of Hong Kong Spending
Nintendo’S Hybrid Launch Outpaces Handhelds as Space Drives Demand
Chart 38 Switch 2 Launch Drives Hong Kong's Console Growth in 2025
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Tencent and Netease Capture Growth as Software Outpaces Hardware
Rising Consumer Spending Broadens the Market for Premium Gaming Experiences
Chart 41 Forecast Value Sales 2020-2030
Chart 42 Forecast Value Sales by Category 2025-2030
Nintendo and Sony Lead as Tencent Gains Ground
Chart 43 Sino Centre and Midnight Launches Sustain Hong Kong's In-Store Game Culture
Electronic Arts and Ubisoft Deals Strengthen Franchise Power
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
Digital Platforms Lead Software Sales
Physical Retail Shifts to Hardware and Experience
Chart 46 Retail Channels 2020-2025
Chart 47 Economic Context for Video Games
Chart 48 Real Gdp Growth 2020-2030
Chart 49 Inflation 2020-2030
Chart 50 Consumer Context for Video Games
Chart 51 Population 2020-2030
Chart 52 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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