Online Toys and Games Market: Current Analysis and Forecast (2022-2028)

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Emphasis on Product (Activity and ride-on toys, Infant and pre-school toys, Plush toys, Games and puzzles, and Others); Application (kids and adults); Region/Country.

Pages:

121

Table:

38

Figure:

86

Report ID:

UMCG211266

Geography:

Clear
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Report Description
Table of content
Research Methodology

Report Description

Online Toys and Games Retailing Market
Online Toys and Games Retailing Market

Global Online Toys and Games Retailing Market is expected to grow at a significant rate of 7% during the forecast period. In recent times, tablets and smartphones have played an important role in the education and entertainment of children around the world. Although television is still a favorite pastime for children of all ages, smartphones, and tablets are increasingly becoming more significant. The interconnection between tablets and traditional toys and games has also increased. Several children are using these gadgets to play online games and interact with other players. These days even traditional games are integrated into mobile apps with added features. They can be played online by downloading more features and cartoons that support the game. For example, Invizimal action figures are the most popular toys that use integration technology. Another popular example is MyMonopoly, which is the mobile app for the board game Monopoly.

New interactive technologies such as NFC connections, holograms, augmented reality, and robotics are expected to be incorporated into traditional toys and games. The toys based on interactive technologies enable kids to be creative by allowing them to customize their own play experience. One such example includes the NAO robot from Aldebaran Robotics. Furthermore, sensory toys based on Autonomous Sensory Meridian Response (ASMR) platform allow kids to express their changing modes based on different lights. Such technology is expected to appear in scientific and educational toys as well. The Meccanoid build-it-yourself robot kit by Spin Master allows a user to create a Meccano-style robot and ‘bring it to life.’ Also, Lego Fusion enables children to build their toys using real Lego bricks and then use them to play through mobile apps.

Aldi Stores Ltd., Alibaba Group Holding Ltd., Amazon.com Inc., Hamleys of London Ltd., Kidding Around NYC, Nordstrom Inc, Overstock.com Inc, The BFL Group, The Walt Disney Co., Walmart Inc., etc., are some of the key players in the market. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.

Insights Presented in the Report

“Amongst product, activity & ride-on category to witness higher CAGR during the forecast period”

Based on product, the market is segmented into Activity and ride-on toys, Infant and pre-school toys, Plush toys, Games and puzzles, and Others. The activity and ride-on segment grabbed a considerable market share in 2020. Ride-On is wheeled device that allow children to sit and move around. It has become an integral part of consumer products as they are an essential source of entertainment for children. Today’s parents buy different ride-on toys for their children to run and move through their homes and streets. Ride-On toys are easy-to-use and keep young people busy while developing muscles with pedaling and steering. It also helps in a child’s movement development. These toys grow thinking skills such as decision-making and coordination among children.

“Amongst application, adults to hold a significant share in the market in 2020”

On the basis of application, the market is categorized into kids and adults. Among these, the adult’s segment grabbed the major market share and dominated the market in 2020. The emergence of the ‘kidult’ section in the toys & games industry is contributing to the growing share of this segment. In the U.K., the adult and teen category now represents 27% of the total toy sales as of 2020, up by 16% since 2016, according to ToyNews Media. In 2020, with more time on their hands, kidults completed complex building set kits, played more games, and entertained themselves with puzzles

“Asia Pacific to hold a significant share in the market”

In 2020, Asia Pacific held a significant share of the global Online Toys and Games Retailing market. A continuous growth in population coupled with the surging per capita income of consumers is contributing to the growth of the market. According to the United Nations’ “World Population Prospects 2019,” Asia’s population will increase from 4,326 million to 4,654 million by 2030, except in Western Asia. Because of these considerations, Asia Pacific is a promising future market for toy and game manufacturers. However, the North America region is expected to witness the highest CAGR during the forecast period

Reasons to buy this report:

  • The study includes market sizing and forecasting analysis validated by authenticated key industry experts.
  • The report presents a quick review of overall industry performance at one glance.
  • The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.
  • Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.
  • The study comprehensively covers the market across different segments.
  • Deep dive regional level analysis of the industry.


Customization Options:

The global Online Toys and Games Retailing market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

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1.1.Market Definitions
1.2.Main Objective
1.3.Stakeholders
1.4.Limitation
2.1.Research Process of the Online Toys and Games Retailing Market
2.2.Research Methodology of the Online Toys and Games Retailing Market
2.3.Respondent Profile    
3MARKET SYNOPSIS
4EXECUTIVE SUMMARY
5IMPACT OF COVID-19 ON THE ONLINE TOYS AND GAMES RETAILING MARKET
6ONLINE TOYS AND GAMES RETAILING MARKET REVENUE (USD BN), 2020-2028F
7.1.Activity and ride-on toys
7.2.Infant and pre-school toys
7.3.Plush toys  
7.4.Games and puzzles 
7.5.Others  
9.1.North America  
 9.1.1.U.S.
 9.1.2.Canada
 9.1.3.Rest of North America
9.2.Europe  
 9.2.1.Germany
 9.2.2.U.K.
 9.2.3.France
 9.2.4.Italy
 9.2.5.Spain
 9.2.6.Rest of Europe
9.3.Asia-Pacific 
 9.3.1.China
 9.3.2.Japan
 9.3.3.India
 9.3.4.Rest of Asia-Pacific
9.4.Rest of World 
10.1.Market Drivers
10.2.Market Challenges
10.3.Impact Analysis
11ONLINE TOYS AND GAMES RETAILING MARKET OPPORTUNITIES
12ONLINE TOYS AND GAMES RETAILING MARKET TRENDS
13.1.Demand Side Analysis
13.2.Supply Side Analysis
14VALUE CHAIN ANALYSIS
15.1.Competitive Landscape 
 15.1.1.Porters Five Forces Analysis
16.1.Aldi Stores Ltd.
16.2.Alibaba Group Holding Ltd.
16.3.Amazon.com Inc.
16.4.Hamleys of London Ltd.
16.5.Kidding Around NYC
16.6.Nordstrom Inc
16.7.Overstock.com Inc
16.8.The BFL Group
16.9.The Walt Disney Co., 
16.10.Walmart Inc
17DISCLAIMER

Research Methodology

Research Methodology for the Online Toys and Games Retailing Market Analysis (2022-2028)

Analyzing the historical market, estimating the current market, and forecasting the future market of the global Online Toys and Games Retailing market were the three major steps undertaken to create and analyze the adoption of Online Toys and Games Retailing in major regions globally. Exhaustive secondary research was conducted to collect the historical market numbers and estimate the current market size. Secondly, to validate these insights, numerous findings and assumptions were taken into consideration. Moreover, exhaustive primary interviews were also conducted, with industry experts across the value chain of the global Online Toys and Games Retailing market. Post assumption and validation of market numbers through primary interviews, we employed a top-down/bottom-up approach to forecasting the complete market size. Thereafter, market breakdown and data triangulation methods were adopted to estimate and analyze the market size of segments and sub-segments of the industry pertains to. Detailed methodology is explained below:

Analysis of Historical Market Size

Step 1: In-Depth Study of Secondary Sources:

Detail secondary study was conducted to obtain the historical market size of the Online Toys and Games Retailing market through company internal sources such as annual reports & financial statements, performance presentations, press releases, etc., and external sources including journals, news & articles, government publications, competitor publications, sector reports, third-party database, and other credible publications.

Step 2: Market Segmentation:

After obtaining the historical market size of the Online Toys and Games Retailing market, we conducted a detailed secondary analysis to gather historical market insights and share for different segments & sub-segments for major regions. Major segments are included in the report as product and application. Further country-level analyses were conducted to evaluate the overall adoption of testing models in that region.

Step 3: Factor Analysis:

After acquiring the historical market size of different segments and sub-segments, we conducted a detailed factor analysis to estimate the current market size of the Online Toys and Games Retailing market. Further, we conducted factor analysis using dependent and independent variables such as product and application of Online Toys and Games Retailing. A thorough analysis was conducted for demand and supply-side scenarios considering top partnerships, mergers and acquisitions, business expansion, and product launches in the Online Toys and Games Retailing market across the globe.

Current Market Size Estimate & Forecast

Current Market Sizing: Based on actionable insights from the above 3 steps, we arrived at the current market size, key players in the global Online Toys and Games Retailing market, and market shares of the segments. All the required percentage shares split, and market breakdowns were determined using the above-mentioned secondary approach and were verified through primary interviews.

Estimation & Forecasting: For market estimation and forecast, weights were assigned to different factors including drivers & trends, restraints, and opportunities available for the stakeholders. After analyzing these factors, relevant forecasting techniques i.e., the top-down/bottom-up approach were applied to arrive at the market forecast for 2028 for different segments and sub-segments across the major markets globally. The research methodology adopted to estimate the market size encompasses:

  • The industry’s market size, in terms of revenue (USD) and the adoption rate of the Online Toys and Games Retailing market across the major markets domestically
  • All percentage shares, splits, and breakdowns of market segments and sub-segments
  • Key players in the global Online Toys and Games Retailing market in terms of products offered. Also, the growth strategies adopted by these players to compete in the fast-growing market


Market Size and Share Validation

Primary Research: In-depth interviews were conducted with the Key Opinion Leaders (KOLs) including Top Level Executives (CXO/VPs, Sales Head, Marketing Head, Operational Head, Regional Head, Country Head, etc.) across major regions. Primary research findings were then summarized, and statistical analysis was performed to prove the stated hypothesis. Inputs from primary research were consolidated with secondary findings, hence turning information into actionable insights.

Split of Primary Participants in Different Regions

Online Toys and Games Retailing Market
Online Toys and Games Retailing Market

Market Engineering

The data triangulation technique was employed to complete the overall market estimation and to arrive at precise statistical numbers for each segment and sub-segment of the global Online Toys and Games Retailing market. Data was split into several segments & sub-segments post studying various parameters and trends in the product and application in the global Online Toys and Games Retailing market.

The main objective of the Global Online Toys and Games Retailing Market Study

The current & future market trends of the global Online Toys and Games Retailing market were pinpointed in the study. Investors can gain strategic insights to base their discretion for investments on the qualitative and quantitative analysis performed in the study. Current and future market trends determined the overall attractiveness of the market at a regional level, providing a platform for the industrial participant to exploit the untapped market to benefit from a first-mover advantage. Other quantitative goals of the studies include:

  • Analyze the current and forecast market size of the Online Toys and Games Retailing market in terms of value (USD). Also, analyze the current and forecast market size of different segments and sub-segments
  • Segments in the study include areas of product and application.
  • Define and analysis of the regulatory framework for the Online Toys and Games Retailing
  • Analyze the value chain involved with the presence of various intermediaries, along with analyzing customer and competitor behaviors of the industry.
  • Analyze the current and forecast market size of the Online Toys and Games Retailing market for the major region.
  • Major countries of regions studied in the report include Asia Pacific, Europe, North America, and the Rest of the World.
  • Company profiles of the Online Toys and Games Retailing market and the growth strategies adopted by the market players to sustain in the fast-growing market
  • Deep dive regional level analysis of the industry

You can also purchase parts of this report. Do you want to check out a section wise
price list?