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INDUSTRIES

&

MARKETSToys

&

Games

market

data&

analysisMarket

InsightsreportJuly2023Table

of

ContentsOverviewAppendixSummary567ProductOverviewAuthor1819MarketDefinitionKeyTakeawaysMarket

NumbersRevenue9121516AverageRevenue

per

CapitaOnlineRevenueShareMobile/DesktopSplit2MARKET

INSIGHTSThis

report

is

part

ofour

Market

Insights

productGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinterface,download(XLS,

PDF,PPT),or

reports.Benefitfromour48-hourcustomerservice

guarantee.?

10

sectors:

advertising&media,consumers,countries,digital

sector,finance,health,

industrialsector,mobility,andtechnology?

1,000+

markets,

e.g.,

FinTech,Food,or

Robotics?

KPIs,

e.g.,

revenue,marketshares,prices,andvolume?

Features:Compare

countries®ions,

change

currencies,

selectvisualizations,

and/or

customize

downloads?

Usecases:

sales

planning,

investment

decision

support,resourceallocation,andportfolio

management10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:https://www.Goto

Market

Insightscom/outlook/3CHAPTER

1OverviewThe

Toys&

Games

market

is

a

fast

growing

marketOverview:

SummarySummaryIn2022,

theToys&Games

market

experienced

asteadygrowth,

primarily

drivenbyincreased

consumer

disposable

income

andaresurgence

indemand

fortraditionaltoysandgames.

Themarket

saw

anotableshiftinpreference,

withclassic

toys,board

games,

and

educational

toysregaining

popularityamongconsumers.

Overall,

theToys&Games

market

generated

atotalrevenue

ofUS$122.90

billion

in2022,

reflecting

a2.9%

increase

from

theprevious

year'srevenue

of

US$119.50

billion.Looking

ahead,several

trendsareexpected

to

shapethegrowth

oftheToys&Games

market.

Therisingpopularity

of

educational

toysthatpromote

STEAM(Science,

Technology,

Engineering,

Arts,andMathematics)

learning

isset

to

drivedemand,asparentsandeducatorsincreasingly

seek

toysthatcombine

fun

andlearning.

Furthermore,

eco-friendly,

andsustainabletoysare

gainingtractionasconsumers

become

more

environmentally

conscious,

leading

to

anincreasedfocusonresponsibly

sourced

materials

andmanufacturingprocesses.

Licensingagreements

withpopularfranchises

and

characters

from

movies,

TVshows,

andbooks

will

continuetobeakey

strategy

fortoy

manufacturers

to

leverage

brandrecognition

and

drive

sales.

Moreover,

with

the

proliferation

ofe-commerce

andonlineretail

channels,theaccessibility

of

Toys

&Games

hasexpanded,allowingconsumers

toexplore

adiverse

rangeofproducts

andmakepurchasesconveniently

from

theirhomes.

Given

these

trends,theToys&Games

market

ispoised

forfurthergrowth

in

thecoming

years.Themarket

isdominated

bywell-established

companies

suchas

Hasbro,Mattel,LEGOGroup,and

SpinMaster.

These

industryleaders

hold

significantmarketshares

invariousproduct

categories,

includingactionfigures,

dolls,board

games,puzzles,

and

construction

sets.

Additionally,nichetoymanufacturers

areemerging,

catering

tospecificinterests

andsegments

of

themarket,

addingdiversity

to

theindustrylandscape.5Sources:Market

Insights

2023Toys

&

Games

is

an

important

part

of

the

Toys

&

Hobby

marketOverview:

Market

DefinitionMarket

definitionDefinition:companies

like

Mattel,Hasbro,

Lego,

SpinMaster,

andBandaiNamco.

Thesecompanies

are

leaders

intheirrespective

segments

andareknown

fortheirinnovativeproducts,brandreputation,andextensive

distributionnetworks.

Formore

information

onthedata

displayed,usethe

infobutton

rightnext

totheboxes.TheToys&Games

market

includesavariety

ofproducts

designed

forplay,entertainment,

and

educational

purposes

forchildren

andadults

alike.

Themarket

ishighlydiverse

and

encompasses

various

productcategories

suchasdollsandstuffed

toys,

construction

setsandmodels,

card

games,

puzzles,plasticandothertoys,andtoysfortoddlers

and

kids.These

products

are

designed

tostimulatecreativity,

imagination,and

learning

inchildren,while

alsoprovidingentertainment

andrelaxation

foradults.Technological

advancements,

changingconsumer

preferences,

and

thegrowing

focusonchilddevelopment

andeducationare

some

of

the

factorsdriving

the

Toys&Games

market.AdditionalInformation:Themarket

comprises

revenue

andaverage

revenue

percapita.Figures

aregenerated

throughbothonlineandofflinesales

channelsandincludespendingbyconsumers

(B2C)

andenterprises

(B2B).

Keyplayers

inthe

market

are6Sources:Market

Insights

2023Toys

&

Games

accounted

for

39.58%

of

the

Toys&

Hobby

market

revenuein2022Overview:

Key

Takeaways

and

inscope

/outof

scopeKeyTakeawaysInscopeOutof

scopeRevenue

intheToys&Games

market

amountstoUS$126.00bn

in2023.

Themarket

isexpected

to

grow

annuallyby2.55%

(CAGR2023-2028).Thissegment

includes:Thissegment

excludes:Inglobalcomparison,

most

revenue

isgenerated

intheUnited

States(US$38,510.00m

in2023).?Construction

&building

toys,suchasbuildingblocks,LEGOsets,

andconstruction

kits?Digitalgames

software,

suchasmobile

games,

computer

games

andvideo

gamesInrelation

to

totalpopulation

figures,per

person

revenues

of

US$16.40

aregenerated

in2023.?Infant&toddler

toys,suchascradletoys,rattles,mobiles,

and

learningtoys?Gaminghardware,

suchas,VRheadsets,

gamingPCand

gamingconsoles?Educational&science

toys,suchaschemistry

sets,

flashcards,andscience

experiment

kits?Musical

Instrumentswith

fullcapabilities,suchaspianos,violin

anddrums?Dolls&actionfigures

suchasfashiondollsandsuperhero

figures?Sportsequipment,suchasbicycles,skateboards,

racquetsandballs?Games

&puzzles,

suchasboardgames,

playingcards,jigsawpuzzles,andbrain-teasers7Sources:Market

Insights

2023CHAPTER

2Market

NumbersToys

&

Games

revenues

are

estimated

to

increase

at

a

CAGR(1)

of

2.8%

from2018

to

2028Market

Size:

GlobalRevenue

inbillionUS$+2.8%(1)142.9139.5136.4132.8129.516.59.1126.116.08.9122.913.315.58.9119.512.814.98.614.48.4113.111.913.98.2108.610.4107.310.58.324.77.724.123.47.122.722.17.47.721.420.826.120.125.319.424.019.522.618.922.331.230.429.528.727.827.029.630.327.628.229.728.926.226.925.624.223.723.230.731.127.928.228.729.230.225.124.826.520182019202020212022202320242025202620272028Plastic&OtherToysToysforToddlers

&KidsConstruction

Sets&ModelsDolls

&StuffedToysActionFiguresOther9Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:With

revenue

of

US$

48.6

billion,

Americas

is

the

biggest

market

among

selectedregions

in

2022Market

Size:

Regional

Comparison

(1/2)Revenue

inbillionUS$+3.0%(1)57.9+3.5%(1)48.645.4+0.7%(1)37.033.732.3+3.6%(1)-0.3%(1)4.03.31.61.52022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia10

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

revenue

of

US$

37.0

billion,

the

United

States

is

the

biggest

market

amongselected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Revenue

inbillionUS$+3.8%(1)46.337.0+5.0%(1)22.016.4+3.3%(1)+2.2%(1)-0.4%(1)6.16.35.55.14.74.62022202820222028202220282022202820222028ChinaUnited

StatesUnited

KingdomGermanyFrance11

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Toys

&

Games

average

revenue

per

user

is

estimated

to

increase

at

a

CAGR(1)

of1.9%from2018

to

2028Market

Size:

GlobalAveragerevenue

percapita

inUS$+1.9%(1)17.917.617.317.016.716.416.12.11.115.81.71.02.01.12.01.115.11.61.91.11.91.114.81.41.01.81.114.41.41.01.81.10.93.03.13.02.92.92.82.72.72.62.72.53.83.93.83.73.53.63.43.43.23.13.03.83.53.63.63.83.73.73.43.73.43.23.23.13.73.73.83.83.93.93.43.33.520182019202020212022202320242025202620272028Plastic&OtherToysToysforToddlers

&KidsConstruction

Sets&ModelsDolls

&StuffedToysActionFiguresOther12

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

average

revenue

per

user

of

US$59.6,

Australia

is

the

biggest

marketamong

selected

regions

in

2022Market

Size:

Regional

Comparison

(1/2)Averagerevenue

percapita

inUS$-1.3%(1)+2.3%(1)59.655.655.3+0.8%(1)48.440.038.2+2.9%(1)+1.3%(1)9.88.22.62.92022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia13

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

average

revenue

per

user

of

US$109.5,

the

United

States

is

the

biggestmarket

among

selected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Averagerevenue

percapita

inUS$+3.3%(1)132.8+2.9%(1)109.5+2.3%(1)-0.6%(1)89.074.875.472.369.865.8+5.1%(1)15.411.42022202820222028202220282022202820222028ChinaUnitedStatesUnitedKingdomGermanyFrance14

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Inthe

Toys

&

Games

market

&

Games

online

revenue

share

reached

25.0%

in2022FurtherMarket

AnalysisOnline

revenue

share100.0%100.0%81.0%100.0%80.0%100.0%79.0%100.0%78.0%100.0%75.0%100.0%74.0%100.0%72.0%100.0%70.0%81.0%30.0%202528.0%202425.0%202226.0%202322.0%202119.0%201719.0%201820.0%201921.0%2020OnlineOffline15Sources:Market

Insights

2023Inthe

Toys

&

Games

market

mobile

revenue

share

reached

63.0%

in

2022FurtherMarket

AnalysisMobile/desktop

split100.0%52.0%100.0%47.0%100.0%43.0%100.0%39.0%100.0%38.0%100.0%37.0%100.0%35.0%100.0%34.0%100.0%33.0%65.0%202366.0%202467.0%202561.0%202062.0%202163.0%202257.0%201953.0%201848.0%2017MobileDesktop16Sources:Market

Insights

2023CHAPTER

3AppendixMARKET

INSIGHTSMarket

Insights

market

data,forecasts,

and

qualitative

insightsGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinte

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