PUBLISHER: Allied Market Research | PRODUCT CODE: 1266362
PUBLISHER: Allied Market Research | PRODUCT CODE: 1266362
The global kids toys market size was valued at $65.8 billion in 2021, and is projected to reach $89.5 billion by 2031, growing at a CAGR of 3% from 2022 to 2031.
Kids toys market includes toys for the age group of 0-10 years. Exploratory and outdoor toys are introduced in this age group; however, plush toys and dolls also constitute a significant share in this age group. In addition, construction sets, board games, and action figures are also widely played by this age group. As a result, educational toys focusing on STEM are now being introduced globally. Furthermore, increase in STEM jobs globally has resulted in parents creating interest in their children in STEM educational toys. These toys teach kids to focus on the 4 subjects, Science, Technology, Engineering, and Math. A plethora of different STEM toys focusing on multifaceted disciplines, including but not limited to coding, engineering, chemistry, and mechanical toys are now being introduced to target this age group segment.
Increase in number of games in bars and cafes globally boosts the demand for toys and games along with attracting a large number of consumers toward such cafes. These games in bars and cafes witness high traction and gained popularity across the world in the course of recent years. The rapid expansion of games in cafes encourages children as well as adults to learn new games along with connecting each other for meaningful social interactions. Huge variety of toys and games are now being manufactured to target kids and help to attract a new generation of consumers in these cafes, bars, and other social interaction sites across the globe. Such business models are highly prevalent in Western European countries, including but not limited to the UK and France and in the North American region. For instance, in the U.S., over 5,000 board game cafes were inaugurated in 2016. Furthermore, 60 gaming cafes were opened in Beijing alone, in addition to over 700 gaming cafes in China. The increase in number of these cafes that cater to both kids and adults helps to generate high revenues for the players operating in the global kids toys market.
The use of digital devices instead of toys and board games is expected to restrain the growth of the toys industry, particularly in the U.S. and EU. The advent of smartphones, computers, video game systems, and tablets has penetrated every household. Rapid market expansion and the proliferation of digital infrastructure in developed as well as developing regions have given access to internet to adults as well as to kids. The number of internet subscribers in India reached 639 million by the end of December 2020 from 560 million in September 2018. High internet penetration and highly addicting online games on smartphones and tablets have enormously hampered the kids toys market. Easy availability of high addicting gadgets, such as smartphones, video games, and computers, is anticipated to pose a significant challenge for the kids toys market during the forecast period.
The market in the Asia-Pacific region offers lucrative growth opportunities for market players. Large consumer base along with rise in disposable income of consumers provides lucrative opportunities for the market players. This region offers potential opportunities for market players to launch premium and interactive toys. Therefore, manufacturers now focus on expanding their business in this region to increase their customer base and improve their geographical outreach.
Moreover, countries in Latin America, such as Brazil, would unfold attractive opportunities during the forecast period due to favorable government policies, large-scale privatization, and combating unfair competition & the seizure of counterfeit toys.
The kids toys market is segmented on the basis of product type, end-user, distribution channel, and region. On the basis of product type the market is categorized into building toys, figurine toys, sports & outdoor toys and others. On the basis of end users, the market is bifurcated into unisex toys, toys for boys, and toys for girls. On the basis of distribution channel, the market is categorized into hypermarkets/supermarkets, specialty stores, departmental stores, online channels, and others. On the basis of region, the market is classified into North America (the U.S., Canada, and Mexico) Europe (the UK, Germany, France, Italy, Sweden, Spain, Russia, the Netherlands, and the Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Thailand, Australia, New Zealand, and Rest of Asia-Pacific, and LAMEA (Brazil, Argentina, UAE, Saudi Arabia, South Africa, Egypt, and Rest of LAMEA).
The players operating in the global market have adopted various developmental strategies including but not limited to product launches, geographical expansion, and acquisitions to increase their market share, gain profitability, and remain competitive in the market. The key players included in the market analysis are - The key players included in the market analysis are - Atlas Games, Clementoni S.P.A., Famosa Toys, Goliath Games, Guangdong Hayidai Toys Co., Ltd., Hasbro, Inc., Mattel, Inc., Ravensburger AG, Reliance Industries Limited, Schuco Model., Simba Dickie Group., Thames & Kosmos, The LEGO Group, Tomy Company, Ltd and Vtech Holdings.