USD 320.5 billion
Report ID:
SQMIG25J2044 |
Region:
Global |
Published Date: March, 2025
Pages:
223
|Tables:
89
|Figures:
76
Toys and Games Market size was valued at USD 320.5 billion in 2023 and is poised to grow from USD 337.17 billion in 2024 to USD 505.79 billion by 2032, growing at a CAGR of 5.2% during the forecast period (2025-2032).
The industry is growing due to a variety of factors, including parents' increasing interest in eco-friendly toys, the resurgence of classic toys and video games, knowledge of the cognitive benefits of building toys, and the explosive expansion of mobile gaming. It is also projected that the industry will be fueled by the younger generations' growing interest in traditional recreational activities. The predicted period's market expansion will probably be fueled by Millennials' rising preference for conventional games at social occasions.
Companies are actively changing their product lineups by opening online stores and selling goods through e-commerce sites like Amazon, Walmart Online, and eBay, among other local platforms, as online platforms have developed into an effective replacement for conventional marketing and sales strategies. Some people remained inside during the lockout and looked for indoor games online.
Toy sales by Curtis McGill and Scott Houdashell increased 4000% on Amazon in March 2020, while in-store sales at Walmart increased 100%. In March 2020, the puzzle manufacturer Ravens burger also noticed a spike in sales.
US Toys and Games Market is poised to grow at sustainable CAGR for the next forecast year.
Market snapshot - 2025-2032
Global Market Size
USD 320.5 billion
Largest Segment
Offline
Fastest Growth
Offline
Growth Rate
5.2% CAGR
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Global Toys and Games Market is segmented by Age Group, Toy Category, Material, Educational Value, Price Range and region. Based on Age Group, the market is segmented into Infant and Toddler, Preschool, School-Aged, Teenager and Adult. Based on Toy Category, the market is segmented into Action Figures and Playsets, Dolls and Accessories, Building Sets, Board Games and Card Games, Ride-On Toys, Educational Toys, Arts and Crafts, Electronic Toys, Outdoor Toys and Sporting Goods Toys. Based on Material, the market is segmented into Plastic, Wood, Metal, Fabric and Electronic Components. Based on Educational Value, the market is segmented into STEM Skills, Creativity, Problem-Solving and Social-Emotional Development. Based on Price Range, the market is segmented into Under $20, $20-$50, $50-$100, $100-$200 and Over $200. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
The Electronic games segment dominated the market in terms of value in 2021, accounting for the biggest revenue share of 63.87%. Technology advancements have significantly increased consumer spending on video content, Virtual Reality (VR) equipment, and video game tournaments. Due to factors including the extensive usage of mobile and internet gaming and the shift from physical to digital software delivery, the market is projected to be rising at a notable growth rate in the forecast period. Numerous toy manufacturers made significant investments in the creation of content centered around their flagship items, leveraged the material as lead generators and developed interactive play experiences to increase the value of their products. Physical products as a result of the shift from a more product-oriented to a more service-oriented model that has transformed many industries.
According to NDP, sales of board games have increased by 48% year to date as a result of their growing popularity. (2021). At home, board games like chess, Chutes and Ladders, and Exploding Kittens have experienced a revival. In addition, the introduction of numerous cutting-edge and distinctive puzzles has been essential to the sector's expansion. In January 2021, Theory11 and Star Wars released a deck of playing cards titled "The Mandalorian." The premium deck has unique illustrations of show characters such as Mando, Baby Yoda, IG-11, Moff Gideon, and Cara Dune on the Aces, Jokers, and court cards. Additionally, a recent development known as cloud gaming is posing a serious threat to the industry for traditional video games.
The market for online distribution channels is anticipated to experience the quickest CAGR of 4.8% over the course of the projected period. Online retailers include aggregators and websites operated by manufacturers. In order to better meet customer wants and boost profit margins, manufacturers have realized the potential of the channel and are operating shopping websites. To accommodate the growing demand for e-commerce, businesses like Hasbro and Mattel expanded their direct-to-consumer operations.
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Asia Pacific exceeded all other regions in 2021 with more than 41.1% of the worldwide revenue. As a result of the region's increased awareness of branded and licensed games and toys in general, Asia Pacific is one of the most lucrative areas. The sizable local population is another key factor in this sector. By 2030, Asia's population, excluding Western Asia, would rise from 4,326 million to 4,654 million, according to the United Nations' "World Population Prospects 2019" report. These reasons make the Asia Pacific region a promising market for toy and game manufacturers in the future.
In addition, through enhancing e-commerce or establishing new shops, firms have extended their presence in this region's developing nations, such as China and Japan. For instance, 91 of Lego's 134 new retail outlets that year were in China. The company plans to open 120 additional locations, including 80 in China, to add to the 678 Lego-branded stores that are already open in various countries. By the end of 2021, they hope to open about 300 Lego stores in China.
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Increasing Disposable Incomes
Growing Preference for Educational and Developmental Toys
Safety Concerns
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The toys and games market is highly competitive, with numerous players operating globally. These companies compete on various factors such as product innovation, quality, price, distribution, and marketing strategies. Many of these companies have also expanded their product offerings beyond traditional toys and games to include digital and interactive toys, as well as licensed products based on popular movies, TV shows, and characters. The market is also seeing increased competition from online retailers and e-commerce giants such as Amazon and Alibaba, who are rapidly expanding their presence in the toys and games market.
SkyQuest's ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Co-relates and Analyzes the Data collected by means of Primary Exploratory Research backed by the robust Secondary Desk research.
According to our analysis, we found that the Toys and Games market is growing due to a variety of factors, including parents' increasing interest in eco-friendly toys, the resurgence of classic toys and video games, knowledge of the cognitive benefits of building toys, and the explosive expansion of mobile gaming. It is also projected that the industry will be fueled by the younger generations' growing interest in traditional recreational activities. The predicted period's market expansion will probably be fueled by Millennials' rising preference for conventional games at social occasions.
Report Metric | Details |
---|---|
Market size value in 2023 | USD 320.5 billion |
Market size value in 2032 | USD 505.79 billion |
Growth Rate | 5.2% |
Base year | 2024 |
Forecast period | 2025-2032 |
Forecast Unit (Value) | USD Billion |
Segments covered |
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Regions covered | North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA) |
Companies covered |
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Customization scope | Free report customization with purchase. Customization includes:-
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Table Of Content
Executive Summary
Market overview
Parent Market Analysis
Market overview
Market size
KEY MARKET INSIGHTS
COVID IMPACT
MARKET DYNAMICS & OUTLOOK
Market Size by Region
KEY COMPANY PROFILES
Methodology
For the Toys and Games Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.
2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Toys and Games Market.
3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.
4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.
Analyst Support
Customization Options
With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Toys and Games Market:
Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.
Regional Analysis: Further analysis of the Toys and Games Market for additional countries.
Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.
Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.
Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.
Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.
Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.
Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.
Toys and Games Market size was valued at USD 319.79 Billion in 2023 and is poised to grow from USD 334.82 Billion in 2024 to USD 483.48 Billion by 2032, growing at a CAGR of 4.7% during the forecast period (2025-2032).
The toys and games market is highly competitive, with numerous players operating globally. These companies compete on various factors such as product innovation, quality, price, distribution, and marketing strategies. Many of these companies have also expanded their product offerings beyond traditional toys and games to include digital and interactive toys, as well as licensed products based on popular movies, TV shows, and characters. The market is also seeing increased competition from online retailers and e-commerce giants such as Amazon and Alibaba, who are rapidly expanding their presence in the toys and games market. 'Mattel Inc.', 'Hasbro Inc.', 'LEGO Group', 'Nintendo Co. Ltd.', 'Bandai Namco Holdings Inc.', 'Ravensburger AG', 'Spin Master Ltd.', 'Tomy Co. Ltd.', 'Jakks Pacific Inc.', 'Jazwares LLC', 'Funko Inc.', 'Playmates Toys Inc.', 'Moose Toys Pty Ltd.', 'K'NEX Industries Inc.', 'Playmobil GmbH', 'MGA Entertainment Inc.', 'Hape International Inc.', 'VTech Holdings Ltd.', 'TOMY International Inc.', 'LeapFrog Enterprises Inc.'
As disposable incomes rise around the world; parents have more money to spend on toys and games for their children. This has led to a growing demand for high-quality, educational, and interactive toys that can aid in children's development.
Digital and interactive toys: As technology advances, the market for digital and interactive toys is rapidly growing. Toys and games that incorporate augmented reality (AR) and virtual reality (VR) technology, as well as those that can be controlled with smartphones or tablets, are becoming increasingly popular among consumers.
Asia Pacific exceeded all other regions in 2021 with more than 41.1% of the worldwide revenue. As a result of the region's increased awareness of branded and licensed games and toys in general, Asia Pacific is one of the most lucrative areas. The sizable local population is another key factor in this sector. By 2030, Asia's population, excluding Western Asia, would rise from 4,326 million to 4,654 million, according to the United Nations' "World Population Prospects 2019" report. These reasons make the Asia Pacific region a promising market for toy and game manufacturers in the future.
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