The Global Doll, Toy, And Game Market Report by The Business Research Company covers doll, toy, and game market drivers and restraints, doll, toy, and game market size, major players, and the impact of COVID-19 on the doll, toy, and game market.
The doll, toy, and game market consist of sales of doll, toy, and game products and related services by entities (organizations, sole traders and partnerships) that produce doll, toy and game products. A doll is a small-scale figure of a human being used as a child’s plaything. A toy is an object used as a child’s plaything. A game is an activity or a puzzle which usually involves skill, knowledge, or chance and enhances a child’s cognitive abilities. Doll, toy, and game products include action figures, automobile toys, balls, rubber, checkers, checker boards, craft and hobby kits, dart and dart games, dishes, doll carriages, doll clothing (except wigs), embroidery kits, children’s go carts, hobby horses, kites, marbles, model kits, model railroad, musical instruments used as toys, toy rifles, science kits, scooters, structural toy sets, stuffed toys, toy furniture, toy trains and equipment, tricycles, children’s vehicles, video game machines for children including high-end game consoles (only hardware units), wagons, and walkers, among others.
The global doll, toy and game market is expected to grow from $102.5 billion in 2019 to $128.0 billion in 2023 at a compound annual growth rate (CAGR) of 5.7%. The slow forecast growth is mainly due to lockdown and social distancing norms imposed by various countries and economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it. The market is also restrained due to uncertain demand due to impending global recession. The market is expected to reach $153.1 billion in 2025, and $235.5 billion in 2030.
The doll, toy and games market is expected to be driven by the increasing popularity of educational and scientific toys for children. Parents of growing children are increasingly investing in educational and scientific toys for their offspring to that encourage children to experiment and gain new learning experiences. According to an online survey by Parents’ Choice Foundation and the Michael Cohen Group (MCG) in 2018, around 70% of the respondents classify the toys that they purchased during the past year as educational or learning toys. This is expected to drive the market in the forecast period.
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Some doll, toy, and game market trends include integration of NFC (near field-communication) technology with toys and games to enable interaction and improve engagement. NFC allows users phone to interact within a radius of about 4 cm and provides a wireless connection between devices. Moreover, the companies in this market are increasingly investing in blind bag toys to engage children. Blind bags (also referred to as surprise packs or surprise toys) involve small and collectible toys hidden inside opaque packaging.
Global doll, toy, and game market segments include:
1) By Type: Electronic Toys, Non-Electronic Toys
2) By Material: Plastics, Wood, Metal, Others
3) By Distribution Channel: Merchant/Discount Stores, Online/Internet, Toy Stores, Others
4) By Product Type: Games and Puzzles, Infant and Pre-School Toys, Construction Toys, Dolls and Accessories, Video Games, Others
5) By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.
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The Doll, Toy, And Game Opportunities And Strategies: Forecast To 2030 is one of a series of new reports from The Business Research Company that provides doll, toy, and game market overviews, analyzes and forecasts market size, share, doll, toy, and game market players, doll, toy, and game market segments and geographies, market’s leading competitors’ revenues, profiles and market shares.
The doll, toy, and game identify top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.
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Read Doll, Toy, And Game Opportunities And Strategies: Forecast To 2030 from The Business Research Company for information on the following:
Data Segmentations: Market Size, Global, By Region And By Country; Historic And Forecast Size, And Growth Rates For The World, 7 Regions And 12 Countries
Market Players Covered: The Lego Group, Mattel, Inc., Hasbro, Inc., Nintendo Co., Ltd., Spin Master Ltd.
Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.
Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.
Time Series: Five years historic (2015-20) and ten years forecast (2021-2025-2030)
Other Information And Analyses: SWOT analysis, customer information, market product/service analysis – product examples, trends and opportunities, drivers and restraints, key mergers and acquisitions, suggested trend based strategies, impact of COVID-19 on the market, future outlook and potential analysis, key metrics covered: number of enterprises, number of employees, global market in 2021 – countries offering most new opportunities, conclusions and recommendations by expert analysts.
Sourcing and Referencing: Data and analysis throughout the report are sourced using end notes.
Strategies For Participants In The Doll, Toy, And Game Industry: The report explains a number of strategies for companies in the market, based on industry trends and company analysis.
Opportunities For Companies In The Doll, Toy, And Game Sector: The report reveals where the global industry will put on most $ sales up to 2023.
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