Toys and Games in Sweden

September 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 Sweden 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 Sweden, 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 Sweden 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 Sweden?
  • Which are the leading brands in Toys and Games in Sweden?
  • How are products distributed in Toys and Games in Sweden?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Sweden?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Toys and Games in Sweden

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Playstation Drives Digital Spending as Physical Toys Premiumise
Chart 2 Lego 18+ Set
Lego and Labubu Attract Adults as Learning and Sustainability Become Baseline
Chart 3 Brio Fsc-Certified Toys
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Digital-First Spending and Premiumisation Reshape Value Creation
Kidult Demand and E-Commerce Maturity Accelerate Digital Transformation
Recurring Revenue and Values-Driven Consumption Redefine Business Priorities
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Nordisk Film Ab Outpaces Rivals as Digital Focus Accelerates
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Retail E-Commerce Outpaces Physical Retail as Omnichannel Redefines Shopping
Chart 10 Retail Channels 2020-2025
Cross-Media Ip Integration and Dual-Segment Product Architecture Emerge as the Primary Innovation Drivers
Ea Play and Lego Illustrate How Product Architecture Is Being Reimagined across Digital and Physical Play
Platform Consolidation and Retail Channel Restructuring Concentrate Commercial Returns among Integrated Operators
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 Sweden

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Chart 19 Lego Formula One Range
Companies Capitalise on Adult Demand to Boost Sales
Chart 20 Lego Monkey Palace
Construction Leads as Mindful Play and Nostalgia Drive Value
Chart 21 Labubu Blind Collectable
Labubu’S Collectable Strategy Inspires Repeat Purchases and Hype
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Companies Expands Adult-Focused Ranges to Drive Sustained Growth
Games and Puzzles Attract New Audiences with Collectable Launches
Chart 24 Analyst Insight for Traditional Toys and Games
Multi-Purpose Design and Sustainability Influence Product Innovation
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Lego Sverige Ab Expands Portfolio to Reinforce Clear Leadership
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Retail E-Commerce Surpasses Offline Stores as Consumers Seek Convenience and Variety
Traditional Toy Stores Maintain Relevance by Offering Specialist Advice and Impulse Appeal
Chart 29 Retail Channels 2020-2025
Scarcity-Managed Release Architecture and Educational Play Positioning Redefine the Innovation Agenda
Lego and Labubu Illustrate How Educational Architecture and Scarcity Mechanics Are Executed as Deliberate Product Innovations
Portfolio Diversification across Age Segments and Release Mechanics Concentrates Commercial Returns among Ip-Rich Manufacturers
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 Sweden

Key Data Insights

Video Games Summary
Chart 37 Key Industry Trends for Video Games
Playstation Store Reshapes Spending as Digital Takes Hold
Chart 38 Xbox Game Pass
Xbox Game Pass Shifts Value to Access over Ownership
Chart 39 Nintendo Switch 2
Switch 2 Launch Proves Enthusiasts Absorb Premium Pricing
Chart 40 Value Sales 2020-2030
Chart 41 Value Sales by Category 2025
Subscriptions and Digital Libraries Reshape Value as Spend Migrates Online
Recurring Spend and Access-Led Models Transform Publisher Strategies
Chart 42 Forecast Value Sales 2020-2030
Chart 43 Forecast Value Sales by Category 2025-2030
Nordisk Film Ab Maintains Lead as Digital Channels Tighten Competition
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
Digital Storefronts Capture Nearly All Spend as Physical Narrows to Gifting
Chart 46 Retail Channels 2020-2025
Catalogue Curation and Cross-Device Account Architecture Redefine the Innovation Brief
Ea Play and the Nintendo Switch 2 Illustrate How Subscription Design and Hardware Engineering Are Being Reimagined
Platform Consolidation and the Marginalisation of Physical Retail Structurally Concentrate Commercial Returns among Ecosystem Operators
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 Consumer Expenditure 2020-2030
Chart 53 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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