Toys and Games in the Philippines

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 Philippines 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 Philippines, 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 Philippines 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 Philippines?
  • Which are the leading brands in Toys and Games in Philippines?
  • How are products distributed in Toys and Games in Philippines?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Philippines?
  • 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 the Philippines

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Demand for Toys and Games Boosted by Increased Spending
Garena Streamlines Mobile Gaming and Fuels Digital-First Play
Chart 2 Sea Integrates Garena and Shopee for Free Fire Access
Mattel and Pop Mart Reshape Premium and Omnichannel Play
Chart 3 Barbie Anchors Character-Led, Collectable Demand
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Mobile-First Platforms to Accelerate Digital Spending and Live Commerce
Mobile Games and Live-Service Titles to Capture the Largest Share of Spend
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Mattel and Bytedance Shape Divergent Brand and Value Leadership
Pop Mart and Live Commerce Energise Collectables and Fandom Demand
Chart 8 Pop Mart Converts Social Videos into Sales
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Live Commerce Transforms Discovery and Purchase Behaviour
Chart 11 Retail Channels 2020-2025
Live-Service Architecture and Localised Content Define Digital Product Innovation
Collectables and Licensed Characters Drive Physical Product Reinvention
Creator-Driven Commerce Reshapes Product Launches
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 the Philippines

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Pop Mart and Funko Pop Fuel Sales through Viral Tiktok Drops
Chart 19 Pop Mart Drives Tiktok Vlogs and Unboxings
Adult Collectors and Nostalgia Drive Value for Display-Orientated Toys
Chart 20 Beyblade Tournaments Drive Multi-Generation Collecting
Mindful Play and Surprise-Driven Collecting Reshape Sensory and Repeat Purchases
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Kidult Collectors and Blind Boxes to Drive Sustained Growth
Chart 23 Analyst Insight for Traditional Toys and Games
Content-Driven Engagement Set to Fuel Games and Puzzles
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Mattel Leverages Strong Ip to Expand Lead Amid Rising Competition
Emerging Players Tap into Pop Culture Demand with Niche Ip Strategies
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Toy Kingdom and Ban Kee Trading Corp Accelerate Online Sales with Official Flagship Stores
Retailers Boost Experiential Shopping with Events and Pop-Ups to Sustain Footfall
Chart 28 Retail Channels 2020-2025
Franchise Licensing and Character-Ip Convergence Drive the Next Wave of Product Design
Pop Mart's New Series and Miniso's Bt21 Line Demonstrate Character-Driven Product Extension
Chart 29 Miniso’s 2025 BT21 Plush Collections Offer Comfort
Repeat-Purchase Mechanics and Cross-Generational Licensing Strengthen Category Economics
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 the Philippines

Key Data Insights

Video Games Summary
Chart 36 Key Industry Trends for Video Games
Roblox and Free Fire Drive Recurring Spend and Engagement among Young Players
Chart 37 Sea Links Garena and Shopee for Easier Free Fire Access
Nintendo Targets Urban Enthusiasts as Console Value Declines Further
Chart 38 Nintendo Switch 2 Caters to Console Enthusiasts
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Live-Service Games to Attract Young Mobile Users through Digital Payments
Recurring Digital Models and Frictionless Payments to Reshape Competitive Dynamics
Chart 41 Forecast Value Sales 2020-2030
Chart 42 Forecast Value Sales by Category 2025-2030
Bytedance Capitalises on Mobile Legends to Accelerate Share Gains
Chart 43 Company Shares 2025
Chart 44 Brand Shares 2025
Garena and Shopee Expand Digital Access through Local Payments
Chart 45 Roblox Offers Top Ups Targeting Young Filipinos
Chart 46 Retail Channels 2020-2025
Embedded Payment Products Lower the Barrier to In-Game Spending
Localised Content and Regional Community Features Drive Product Differentiation
User-Generated Content Platforms Establish a New Model for Product Innovation
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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