Global Toys and Games Market 2025

Kod laporan: HC21991G Industri: Tag: ,

The global toys and games market is poised for steady growth, dengan peningkatan yang dijangkakan sebanyak USD 163.2 bilion, reflecting a CAGR of approximately 5.7% dari 2025 ke 2030. Globally, the toys and games market is expanding due to increasing demand for both traditional toys and video games. Licensed products, particularly those tied to global entertainment franchises, continue to dominate traditional toy sales. Meanwhile, video games are benefiting from the rapid growth of digital platforms, mobile gaming, and the rise of e-sports. The COVID-19 pandemic has accelerated the shift to digital gaming and e-commerce across all regions.

The report provides a comprehensive analysis of the global toys and games market, offering detailed data on historical market size and growth rates over the past six years, alongside forecasts extending to 2030. It presents an in-depth examination of market categories and subcategories, with a particular focus on key trends shaping the industry across product, distribution channel and region.


Segmentasi Pasaran


The following outlines the segmentation of the global toys and games market:
Produk: traditional toys and games (licensed, non-licensed), video games and consoles
Saluran pengedaran: kedai serbaneka, Pasaraya dan Pasar Hypermarket, Kedai runcit, Kedai Elektronik, toy stores, e-dagang, yang lain
Region: Asia Pacific, Europe, Latin America, Middle East and Africa, North America

The global toys and games market is segmented by product, distribution channel and region. Oleh produk, it includes traditional toys and games (licensed, non-licensed), and video games and consoles. Segmen saluran pengedaran dibahagikan kepada kedai serbaneka, Pasaraya dan Pasar Hypermarket, Kedai runcit, Kedai Elektronik, toy stores, e-dagang, dan yang lain. Geographically, the market encompasses Asia Pacific, Europe, Latin America, Middle East and Africa, and North America.


Landskap yang kompetitif


Leading companies in the toys and games market include Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Group Co. Ltd., VTech Holdings Limited, Valve Corporation, Ubisoft Entertainment SA, Tomy Company Ltd., Tencent Holdings Ltd., Take-Two Interactive Software Inc., Square Enix Holdings Co. Ltd., Spin Master Ltd., Sony Corporation, SmileGate Inc., Simba Dickie Group, Roblox Corporation, Ravensburger AG, Playrix Entertainment LLC, Nintendo Co. Ltd., Niantic Inc., Nexon Co. Ltd., NetEase Inc. (Yanxuan), NCSoft Corporation, Moose Enterprises Pty Ltd, miHoYo Co. Ltd., Microsoft Corp., MGA Entertainment Inc., Meta Platforms Inc., Mattel Inc., LEGO Group, Konami Group Corporation, JAKKS Pacific Inc., Hasbro Inc., Hallmark Cards Inc., geobra Brandstatter Stiftung & Co. Kg, Garena Interactive Holding Ltd., Funko LLC, Epic Games Inc., Embracer Group AB, Electronic Arts Inc., CyberAgent Inc., Beijing PopMart Culture and Creative Co. LTD. and Bandai Namco Holdings Inc.

This report delivers an in-depth examination of leading companies in the toys and games sector, menganalisis prestasi mereka dari 2020 ke 2024. Hasilnya menunjukkan perubahan dalam bahagian pasaran, Menekankan kedua -dua pemimpin dan peserta baru yang ditubuhkan.


Mengapa Beli Laporan Ini?


Obtain precise statistical data and forecasts for the global toys and games market.
Gain in-depth analysis and forecasts for the key segments of the global toys and games market: produk, distribution channel and region.
Gain deep insights into the dynamics of the global toys and games market.
Kenal pasti peluang pelaburan berpotensi tinggi dengan mensasarkan sektor pertumbuhan dan trend yang baru muncul.
Anticipate the future trajectory of the global toys and games market with informed projections.
Menilai landskap yang kompetitif untuk menentukan masa yang ideal untuk memanfaatkan peluang pasaran.
Satu lesen pengguna tanpa had dalam organisasi yang sama, tanpa caj tambahan untuk pengguna tambahan.


Jadual Kandungan


Jadual Kandungan
Penemuan utama
Segmentasi Pasaran
Gambaran Keseluruhan Pasaran
Global Toys and Games Market – Analisis produk
Global Toys and Games Market – Analisis saluran pengedaran
Global Toys and Games MarketRegion Analysis
Analisis saham syarikat
Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Group Co., LTD.
VTech Holdings Limited
Valve Corporation
Ubisoft Entertainment SA
Tomy Company, LTD.
Tencent Holdings Ltd.
Take-Two Interactive Software, INC.
Square Enix Holdings Co., LTD.
Spin Master Ltd.

Data makroekonomi dan ramalan
Metodologi penyelidikan
Penafian

Angka dan jadual
Table Global Toys and Games Market 2020-2030
Chart Global Toys and Games Market, Pertumbuhan Bersih, 2020-2030
Chart Global Toys and Games Market, Kadar pertumbuhan, 2020-2030
Table Global Toys and Games Market by Product, 2020-2030
Chart Global Toys and Games Market by Product, CAGR Bersejarah dan ramalan, 2020-2030
Chart Global Toys and Games Market by Product, 2020-2030
Table Global Toys and Games Market by Distribution Channel, 2020-2030
Chart Global Toys and Games Market by Distribution Channel, CAGR Bersejarah dan ramalan, 2020-2030
Chart Global Toys and Games Market by Distribution Channel, 2020-2030
Table Global Toys and Games Market by Region, 2020-2030
Chart Global Toys and Games Market by Region, CAGR Bersejarah dan ramalan, 2020-2030
Chart Global Toys and Games Market by Region, 2020-2030
Table Global Toys and Games Market Share (%), oleh syarikat, 2020-2024
Chart Global Toys and Games Market, oleh syarikat, 2024
Table Global Toys and Games Market Share (%), oleh jenama, 2020-2024
Chart Global Toys and Games Market, oleh jenama, 2024
Table Global – Penduduk (Berjuta -juta) dan ramalan
Table Global – Indeks Harga Pengguna (Cpi) dan ramalan
Table Global – Keluaran Dalam Negara Kasar dan Ramalan
Table Global Toys and Games Market: Menghabiskan sebagai sebahagian daripada KDNK (%)
Table Global Toys and Games Market: Penggunaan per kapita (Penduduk)


Syarikat yang disebutkan


Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Group Co., LTD.
VTech Holdings Limited
Valve Corporation
Ubisoft Entertainment SA
Tomy Company, LTD.
Tencent Holdings Ltd.
Take-Two Interactive Software, INC.
Square Enix Holdings Co., LTD.
Spin Master Ltd.
Sony Corporation
SmileGate, INC.
Simba Dickie Group
Roblox Corporation
Ravensburger AG
Playrix Entertainment LLC
Nintendo Co., LTD.
Niantic, INC.
Nexon Co., LTD.
NetEase, INC. (Yanxuan)
NCSoft Corporation
Moose Enterprises Pty Ltd
miHoYo Co., LTD.
Microsoft Corp.
MGA Entertainment, INC.
Meta Platforms, INC.
Mattel, INC.
LEGO Group
Konami Group Corporation
JAKKS Pacific, INC.
Hasbro, INC.
Hallmark Cards, INC.
geobra Brandstatter Stiftung & Co. Kg
Garena Interactive Holding Ltd.
Funko LLC
Epic Games, INC.
Embracer Group AB
Electronic Arts, INC.
CyberAgent, INC.
Beijing PopMart Culture and Creative Co., LTD.
Bandai Namco Holdings, INC.


$1,875.00

What's Inside?

→ Anggaran pasaran, Ramalan & Data sejarah
→ Data dan kedudukan prestasi kritikal
→ trend yang muncul, Perubahan pasaran
→ Laporan PDF dan lembaran data Excel

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$1,875.00