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PUBLISHER: Global Insight Services | PRODUCT CODE: 1947573

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PUBLISHER: Global Insight Services | PRODUCT CODE: 1947573

Toys And Games Market Analysis and Forecast to 2035: Type, Product, Technology, Component, Application, Material Type, End User, Mode

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Toys And Games Market is anticipated to expand from $141.1 billion in 2024 to $230.3 billion by 2034, growing at a CAGR of approximately 5%. The Toys and Games Market encompasses products designed for entertainment and education, spanning traditional toys, board games, and digital gaming platforms. This market is driven by technological advancements, evolving consumer preferences, and a focus on interactive and educational play. As digitalization accelerates, the integration of augmented reality and AI into toys is creating new growth opportunities. Sustainability and safety remain paramount, with a rising demand for eco-friendly materials and socially responsible manufacturing practices.

The Toys and Games Market is experiencing robust growth, fueled by innovation and evolving consumer preferences. The digital gaming segment leads performance, with mobile and console games dominating due to enhanced graphics and immersive experiences. Educational toys, emphasizing STEM learning, are the second-highest performing segment, driven by parental focus on skill development.

Market Segmentation
TypeEducational Toys, Electronic Games, Board Games, Construction Sets, Dolls and Action Figures, Outdoor and Sports Toys, Puzzles, Arts and Crafts, Ride-ons
ProductTraditional Toys, Digital Games, Smart Toys, STEM Toys, Augmented Reality Toys, Virtual Reality Games, Collectibles, Plush Toys, Remote-Controlled Toys
TechnologyBluetooth-Enabled, Wi-Fi Connected, Augmented Reality, Virtual Reality, Artificial Intelligence, 3D Printing, Interactive Sensors, Voice Recognition, Gesture Control
ComponentHardware, Software, Accessories, Batteries, Motors, Sensors, Displays, Speakers, Controllers
ApplicationHome Use, Educational Institutions, Commercial Entertainment, Therapeutic Use, Competitions, Corporate Training, Events and Exhibitions, Retail Displays
Material TypePlastic, Wood, Metal, Textile, Rubber, Paper, Foam, Composite Materials, Biodegradable Materials
End UserChildren, Teenagers, Adults, Educational Institutions, Therapists, Retailers, Collectors, Event Organizers
ModeOnline, Offline, Subscription-Based, Freemium, Pay-to-Play, In-App Purchases, Downloadable Content

Board games and puzzles also exhibit strong growth, appealing to both family and adult demographics seeking social interaction. The collectibles sub-segment, particularly action figures and trading cards, continues to thrive, fueled by nostalgia and fan engagement.

Sustainability trends are influencing product development, with eco-friendly toys gaining traction. Subscription-based models for toys and games are emerging as a promising avenue, offering consumers variety and convenience. The integration of augmented reality (AR) and virtual reality (VR) in gaming is set to redefine user experiences, presenting lucrative opportunities for market expansion.

The Toys and Games market is characterized by a diverse array of market shares, with established brands maintaining significant influence while new entrants disrupt traditional dynamics. Pricing strategies vary widely, with premium products targeting niche segments and budget-friendly options appealing to cost-conscious consumers. Recent product launches emphasize innovation, with companies introducing interactive and educational toys that cater to evolving consumer preferences. This dynamic landscape is further fueled by digital integration, enhancing user engagement and broadening market appeal.

Competitive benchmarking reveals a market dominated by key players who leverage brand loyalty and extensive distribution networks. However, emerging companies are gaining traction through innovative offerings and agile marketing strategies. Regulatory influences, particularly in safety standards and environmental compliance, play a pivotal role in shaping product development and market entry strategies. The market is witnessing a shift towards sustainability, with companies adopting eco-friendly materials and production processes. This trend aligns with growing consumer awareness and regulatory pressures, fostering a competitive yet responsible market environment.

Tariff Impact:

The global toys and games market is navigating a complex landscape shaped by tariffs, geopolitical tensions, and evolving supply chain dynamics. In Japan and South Korea, companies are increasingly focusing on regional partnerships and innovation to mitigate tariff impacts and ensure supply chain resilience. China's strategy involves bolstering domestic production capabilities to reduce reliance on imports, while Taiwan leverages its advanced manufacturing prowess but remains vigilant amid geopolitical uncertainties. The parent market shows robust growth, driven by digital gaming and educational toys, yet faces challenges from fluctuating raw material costs and logistical disruptions. By 2035, market evolution will hinge on technological advancements and strategic alliances. Middle East conflicts further exacerbate global energy price volatility, indirectly affecting manufacturing and distribution costs.

Geographical Overview:

The toys and games market is witnessing dynamic growth across various regions, each presenting unique opportunities. North America remains a dominant player, driven by a strong consumer base and innovative product offerings. The region's focus on educational and tech-integrated toys continues to stimulate market growth. Europe follows closely, with sustainability and eco-friendly toys gaining traction, catering to environmentally-conscious consumers.

In Asia Pacific, the market is expanding rapidly, propelled by rising disposable incomes and a growing middle class. Countries like China and India are emerging as key players, with increasing demand for digital and interactive games. Latin America and the Middle East & Africa present burgeoning growth pockets. In Latin America, a youthful population and increasing urbanization are fueling demand for diverse toy categories. Meanwhile, the Middle East & Africa are witnessing a surge in demand for culturally-relevant toys, as well as a growing interest in educational toys to support child development.

Key Trends and Drivers:

The toys and games market is experiencing robust growth, propelled by technological innovations and changing consumer preferences. A notable trend is the integration of augmented reality and virtual reality in toys, enhancing interactive play experiences and captivating tech-savvy children. This trend is driven by advancements in technology and the demand for immersive and educational play options.

Another key trend is the increasing focus on sustainability, with consumers favoring eco-friendly and ethically produced toys. Manufacturers are responding by adopting sustainable materials and production practices. This shift is driven by heightened environmental awareness and the desire for responsible consumption.

The rise of e-commerce platforms is also transforming the market, offering convenient access to a diverse range of toys and games. This trend is fueled by the growing digitalization and preference for online shopping. Additionally, the popularity of collectible toys is surging, driven by nostalgia and the appeal of limited-edition items.

Finally, the emphasis on STEM (Science, Technology, Engineering, and Mathematics) education is influencing toy development. Educational toys that foster critical thinking and problem-solving skills are in high demand, reflecting the increasing importance placed on preparing children for future careers in a technology-driven world.

Research Scope:

  • Estimates and forecasts the overall market size across type, application, and region.
  • Provides detailed information and key takeaways on qualitative and quantitative trends, dynamics, business framework, competitive landscape, and company profiling.
  • Identifies factors influencing market growth and challenges, opportunities, drivers, and restraints.
  • Identifies factors that could limit company participation in international markets to help calibrate market share expectations and growth rates.
  • Evaluates key development strategies like acquisitions, product launches, mergers, collaborations, business expansions, agreements, partnerships, and R&D activities.
  • Analyzes smaller market segments strategically, focusing on their potential, growth patterns, and impact on the overall market.
  • Outlines the competitive landscape, assessing business and corporate strategies to monitor and dissect competitive advancements.

Our research scope provides comprehensive market data, insights, and analysis across a variety of critical areas. We cover Local Market Analysis, assessing consumer demographics, purchasing behaviors, and market size within specific regions to identify growth opportunities. Our Local Competition Review offers a detailed evaluation of competitors, including their strengths, weaknesses, and market positioning. We also conduct Local Regulatory Reviews to ensure businesses comply with relevant laws and regulations. Industry Analysis provides an in-depth look at market dynamics, key players, and trends. Additionally, we offer Cross-Segmental Analysis to identify synergies between different market segments, as well as Production-Consumption and Demand-Supply Analysis to optimize supply chain efficiency. Our Import-Export Analysis helps businesses navigate global trade environments by evaluating trade flows and policies. These insights empower clients to make informed strategic decisions, mitigate risks, and capitalize on market opportunities.

Product Code: GIS21137

TABLE OF CONTENTS

1 Executive Summary

  • 1.1 Market Size and Forecast
  • 1.2 Market Overview
  • 1.3 Market Snapshot
  • 1.4 Regional Snapshot
  • 1.5 Strategic Recommendations
  • 1.6 Analyst Notes

2 Market Highlights

  • 2.1 Key Market Highlights by Type
  • 2.2 Key Market Highlights by Product
  • 2.3 Key Market Highlights by Technology
  • 2.4 Key Market Highlights by Component
  • 2.5 Key Market Highlights by Application
  • 2.6 Key Market Highlights by Material Type
  • 2.7 Key Market Highlights by End User
  • 2.8 Key Market Highlights by Mode

3 Market Dynamics

  • 3.1 Macroeconomic Analysis
  • 3.2 Market Trends
  • 3.3 Market Drivers
  • 3.4 Market Opportunities
  • 3.5 Market Restraints
  • 3.6 CAGR Growth Analysis
  • 3.7 Impact Analysis
  • 3.8 Emerging Markets
  • 3.9 Technology Roadmap
  • 3.10 Strategic Frameworks
    • 3.10.1 PORTER's 5 Forces Model
    • 3.10.2 ANSOFF Matrix
    • 3.10.3 4P's Model
    • 3.10.4 PESTEL Analysis

4 Segment Analysis

  • 4.1 Market Size & Forecast by Type (2020-2035)
    • 4.1.1 Educational Toys
    • 4.1.2 Electronic Games
    • 4.1.3 Board Games
    • 4.1.4 Construction Sets
    • 4.1.5 Dolls and Action Figures
    • 4.1.6 Outdoor and Sports Toys
    • 4.1.7 Puzzles
    • 4.1.8 Arts and Crafts
    • 4.1.9 Ride-ons
  • 4.2 Market Size & Forecast by Product (2020-2035)
    • 4.2.1 Traditional Toys
    • 4.2.2 Digital Games
    • 4.2.3 Smart Toys
    • 4.2.4 STEM Toys
    • 4.2.5 Augmented Reality Toys
    • 4.2.6 Virtual Reality Games
    • 4.2.7 Collectibles
    • 4.2.8 Plush Toys
    • 4.2.9 Remote-Controlled Toys
  • 4.3 Market Size & Forecast by Technology (2020-2035)
    • 4.3.1 Bluetooth-Enabled
    • 4.3.2 Wi-Fi Connected
    • 4.3.3 Augmented Reality
    • 4.3.4 Virtual Reality
    • 4.3.5 Artificial Intelligence
    • 4.3.6 3D Printing
    • 4.3.7 Interactive Sensors
    • 4.3.8 Voice Recognition
    • 4.3.9 Gesture Control
  • 4.4 Market Size & Forecast by Component (2020-2035)
    • 4.4.1 Hardware
    • 4.4.2 Software
    • 4.4.3 Accessories
    • 4.4.4 Batteries
    • 4.4.5 Motors
    • 4.4.6 Sensors
    • 4.4.7 Displays
    • 4.4.8 Speakers
    • 4.4.9 Controllers
  • 4.5 Market Size & Forecast by Application (2020-2035)
    • 4.5.1 Home Use
    • 4.5.2 Educational Institutions
    • 4.5.3 Commercial Entertainment
    • 4.5.4 Therapeutic Use
    • 4.5.5 Competitions
    • 4.5.6 Corporate Training
    • 4.5.7 Events and Exhibitions
    • 4.5.8 Retail Displays
  • 4.6 Market Size & Forecast by Material Type (2020-2035)
    • 4.6.1 Plastic
    • 4.6.2 Wood
    • 4.6.3 Metal
    • 4.6.4 Textile
    • 4.6.5 Rubber
    • 4.6.6 Paper
    • 4.6.7 Foam
    • 4.6.8 Composite Materials
    • 4.6.9 Biodegradable Materials
  • 4.7 Market Size & Forecast by End User (2020-2035)
    • 4.7.1 Children
    • 4.7.2 Teenagers
    • 4.7.3 Adults
    • 4.7.4 Educational Institutions
    • 4.7.5 Therapists
    • 4.7.6 Retailers
    • 4.7.7 Collectors
    • 4.7.8 Event Organizers
  • 4.8 Market Size & Forecast by Mode (2020-2035)
    • 4.8.1 Online
    • 4.8.2 Offline
    • 4.8.3 Subscription-Based
    • 4.8.4 Freemium
    • 4.8.5 Pay-to-Play
    • 4.8.6 In-App Purchases
    • 4.8.7 Downloadable Content

5 Regional Analysis

  • 5.1 Global Market Overview
  • 5.2 North America Market Size (2020-2035)
    • 5.2.1 United States
      • 5.2.1.1 Type
      • 5.2.1.2 Product
      • 5.2.1.3 Technology
      • 5.2.1.4 Component
      • 5.2.1.5 Application
      • 5.2.1.6 Material Type
      • 5.2.1.7 End User
      • 5.2.1.8 Mode
    • 5.2.2 Canada
      • 5.2.2.1 Type
      • 5.2.2.2 Product
      • 5.2.2.3 Technology
      • 5.2.2.4 Component
      • 5.2.2.5 Application
      • 5.2.2.6 Material Type
      • 5.2.2.7 End User
      • 5.2.2.8 Mode
    • 5.2.3 Mexico
      • 5.2.3.1 Type
      • 5.2.3.2 Product
      • 5.2.3.3 Technology
      • 5.2.3.4 Component
      • 5.2.3.5 Application
      • 5.2.3.6 Material Type
      • 5.2.3.7 End User
      • 5.2.3.8 Mode
  • 5.3 Latin America Market Size (2020-2035)
    • 5.3.1 Brazil
      • 5.3.1.1 Type
      • 5.3.1.2 Product
      • 5.3.1.3 Technology
      • 5.3.1.4 Component
      • 5.3.1.5 Application
      • 5.3.1.6 Material Type
      • 5.3.1.7 End User
      • 5.3.1.8 Mode
    • 5.3.2 Argentina
      • 5.3.2.1 Type
      • 5.3.2.2 Product
      • 5.3.2.3 Technology
      • 5.3.2.4 Component
      • 5.3.2.5 Application
      • 5.3.2.6 Material Type
      • 5.3.2.7 End User
      • 5.3.2.8 Mode
    • 5.3.3 Rest of Latin America
      • 5.3.3.1 Type
      • 5.3.3.2 Product
      • 5.3.3.3 Technology
      • 5.3.3.4 Component
      • 5.3.3.5 Application
      • 5.3.3.6 Material Type
      • 5.3.3.7 End User
      • 5.3.3.8 Mode
  • 5.4 Asia-Pacific Market Size (2020-2035)
    • 5.4.1 China
      • 5.4.1.1 Type
      • 5.4.1.2 Product
      • 5.4.1.3 Technology
      • 5.4.1.4 Component
      • 5.4.1.5 Application
      • 5.4.1.6 Material Type
      • 5.4.1.7 End User
      • 5.4.1.8 Mode
    • 5.4.2 India
      • 5.4.2.1 Type
      • 5.4.2.2 Product
      • 5.4.2.3 Technology
      • 5.4.2.4 Component
      • 5.4.2.5 Application
      • 5.4.2.6 Material Type
      • 5.4.2.7 End User
      • 5.4.2.8 Mode
    • 5.4.3 South Korea
      • 5.4.3.1 Type
      • 5.4.3.2 Product
      • 5.4.3.3 Technology
      • 5.4.3.4 Component
      • 5.4.3.5 Application
      • 5.4.3.6 Material Type
      • 5.4.3.7 End User
      • 5.4.3.8 Mode
    • 5.4.4 Japan
      • 5.4.4.1 Type
      • 5.4.4.2 Product
      • 5.4.4.3 Technology
      • 5.4.4.4 Component
      • 5.4.4.5 Application
      • 5.4.4.6 Material Type
      • 5.4.4.7 End User
      • 5.4.4.8 Mode
    • 5.4.5 Australia
      • 5.4.5.1 Type
      • 5.4.5.2 Product
      • 5.4.5.3 Technology
      • 5.4.5.4 Component
      • 5.4.5.5 Application
      • 5.4.5.6 Material Type
      • 5.4.5.7 End User
      • 5.4.5.8 Mode
    • 5.4.6 Taiwan
      • 5.4.6.1 Type
      • 5.4.6.2 Product
      • 5.4.6.3 Technology
      • 5.4.6.4 Component
      • 5.4.6.5 Application
      • 5.4.6.6 Material Type
      • 5.4.6.7 End User
      • 5.4.6.8 Mode
    • 5.4.7 Rest of APAC
      • 5.4.7.1 Type
      • 5.4.7.2 Product
      • 5.4.7.3 Technology
      • 5.4.7.4 Component
      • 5.4.7.5 Application
      • 5.4.7.6 Material Type
      • 5.4.7.7 End User
      • 5.4.7.8 Mode
  • 5.5 Europe Market Size (2020-2035)
    • 5.5.1 Germany
      • 5.5.1.1 Type
      • 5.5.1.2 Product
      • 5.5.1.3 Technology
      • 5.5.1.4 Component
      • 5.5.1.5 Application
      • 5.5.1.6 Material Type
      • 5.5.1.7 End User
      • 5.5.1.8 Mode
    • 5.5.2 France
      • 5.5.2.1 Type
      • 5.5.2.2 Product
      • 5.5.2.3 Technology
      • 5.5.2.4 Component
      • 5.5.2.5 Application
      • 5.5.2.6 Material Type
      • 5.5.2.7 End User
      • 5.5.2.8 Mode
    • 5.5.3 United Kingdom
      • 5.5.3.1 Type
      • 5.5.3.2 Product
      • 5.5.3.3 Technology
      • 5.5.3.4 Component
      • 5.5.3.5 Application
      • 5.5.3.6 Material Type
      • 5.5.3.7 End User
      • 5.5.3.8 Mode
    • 5.5.4 Spain
      • 5.5.4.1 Type
      • 5.5.4.2 Product
      • 5.5.4.3 Technology
      • 5.5.4.4 Component
      • 5.5.4.5 Application
      • 5.5.4.6 Material Type
      • 5.5.4.7 End User
      • 5.5.4.8 Mode
    • 5.5.5 Italy
      • 5.5.5.1 Type
      • 5.5.5.2 Product
      • 5.5.5.3 Technology
      • 5.5.5.4 Component
      • 5.5.5.5 Application
      • 5.5.5.6 Material Type
      • 5.5.5.7 End User
      • 5.5.5.8 Mode
    • 5.5.6 Rest of Europe
      • 5.5.6.1 Type
      • 5.5.6.2 Product
      • 5.5.6.3 Technology
      • 5.5.6.4 Component
      • 5.5.6.5 Application
      • 5.5.6.6 Material Type
      • 5.5.6.7 End User
      • 5.5.6.8 Mode
  • 5.6 Middle East & Africa Market Size (2020-2035)
    • 5.6.1 Saudi Arabia
      • 5.6.1.1 Type
      • 5.6.1.2 Product
      • 5.6.1.3 Technology
      • 5.6.1.4 Component
      • 5.6.1.5 Application
      • 5.6.1.6 Material Type
      • 5.6.1.7 End User
      • 5.6.1.8 Mode
    • 5.6.2 United Arab Emirates
      • 5.6.2.1 Type
      • 5.6.2.2 Product
      • 5.6.2.3 Technology
      • 5.6.2.4 Component
      • 5.6.2.5 Application
      • 5.6.2.6 Material Type
      • 5.6.2.7 End User
      • 5.6.2.8 Mode
    • 5.6.3 South Africa
      • 5.6.3.1 Type
      • 5.6.3.2 Product
      • 5.6.3.3 Technology
      • 5.6.3.4 Component
      • 5.6.3.5 Application
      • 5.6.3.6 Material Type
      • 5.6.3.7 End User
      • 5.6.3.8 Mode
    • 5.6.4 Sub-Saharan Africa
      • 5.6.4.1 Type
      • 5.6.4.2 Product
      • 5.6.4.3 Technology
      • 5.6.4.4 Component
      • 5.6.4.5 Application
      • 5.6.4.6 Material Type
      • 5.6.4.7 End User
      • 5.6.4.8 Mode
    • 5.6.5 Rest of MEA
      • 5.6.5.1 Type
      • 5.6.5.2 Product
      • 5.6.5.3 Technology
      • 5.6.5.4 Component
      • 5.6.5.5 Application
      • 5.6.5.6 Material Type
      • 5.6.5.7 End User
      • 5.6.5.8 Mode

6 Market Strategy

  • 6.1 Demand-Supply Gap Analysis
  • 6.2 Trade & Logistics Constraints
  • 6.3 Price-Cost-Margin Trends
  • 6.4 Market Penetration
  • 6.5 Consumer Analysis
  • 6.6 Regulatory Snapshot

7 Competitive Intelligence

  • 7.1 Market Positioning
  • 7.2 Market Share
  • 7.3 Competition Benchmarking
  • 7.4 Top Company Strategies

8 Company Profiles

  • 8.1 Ravensburger
    • 8.1.1 Overview
    • 8.1.2 Product Summary
    • 8.1.3 Financial Performance
    • 8.1.4 SWOT Analysis
  • 8.2 Asmodee
    • 8.2.1 Overview
    • 8.2.2 Product Summary
    • 8.2.3 Financial Performance
    • 8.2.4 SWOT Analysis
  • 8.3 Spin Master
    • 8.3.1 Overview
    • 8.3.2 Product Summary
    • 8.3.3 Financial Performance
    • 8.3.4 SWOT Analysis
  • 8.4 Playmobil
    • 8.4.1 Overview
    • 8.4.2 Product Summary
    • 8.4.3 Financial Performance
    • 8.4.4 SWOT Analysis
  • 8.5 Funko
    • 8.5.1 Overview
    • 8.5.2 Product Summary
    • 8.5.3 Financial Performance
    • 8.5.4 SWOT Analysis
  • 8.6 Mega Brands
    • 8.6.1 Overview
    • 8.6.2 Product Summary
    • 8.6.3 Financial Performance
    • 8.6.4 SWOT Analysis
  • 8.7 Melissa Doug
    • 8.7.1 Overview
    • 8.7.2 Product Summary
    • 8.7.3 Financial Performance
    • 8.7.4 SWOT Analysis
  • 8.8 Jakks Pacific
    • 8.8.1 Overview
    • 8.8.2 Product Summary
    • 8.8.3 Financial Performance
    • 8.8.4 SWOT Analysis
  • 8.9 VTech
    • 8.9.1 Overview
    • 8.9.2 Product Summary
    • 8.9.3 Financial Performance
    • 8.9.4 SWOT Analysis
  • 8.10 Epoch Co
    • 8.10.1 Overview
    • 8.10.2 Product Summary
    • 8.10.3 Financial Performance
    • 8.10.4 SWOT Analysis
  • 8.11 Tomy
    • 8.11.1 Overview
    • 8.11.2 Product Summary
    • 8.11.3 Financial Performance
    • 8.11.4 SWOT Analysis
  • 8.12 Schleich
    • 8.12.1 Overview
    • 8.12.2 Product Summary
    • 8.12.3 Financial Performance
    • 8.12.4 SWOT Analysis
  • 8.13 Goliath Games
    • 8.13.1 Overview
    • 8.13.2 Product Summary
    • 8.13.3 Financial Performance
    • 8.13.4 SWOT Analysis
  • 8.14 Bandai Namco
    • 8.14.1 Overview
    • 8.14.2 Product Summary
    • 8.14.3 Financial Performance
    • 8.14.4 SWOT Analysis
  • 8.15 Clementoni
    • 8.15.1 Overview
    • 8.15.2 Product Summary
    • 8.15.3 Financial Performance
    • 8.15.4 SWOT Analysis
  • 8.16 Plan Toys
    • 8.16.1 Overview
    • 8.16.2 Product Summary
    • 8.16.3 Financial Performance
    • 8.16.4 SWOT Analysis
  • 8.17 Orchard Toys
    • 8.17.1 Overview
    • 8.17.2 Product Summary
    • 8.17.3 Financial Performance
    • 8.17.4 SWOT Analysis
  • 8.18 Djeco
    • 8.18.1 Overview
    • 8.18.2 Product Summary
    • 8.18.3 Financial Performance
    • 8.18.4 SWOT Analysis
  • 8.19 Hape
    • 8.19.1 Overview
    • 8.19.2 Product Summary
    • 8.19.3 Financial Performance
    • 8.19.4 SWOT Analysis
  • 8.20 Mind Ware
    • 8.20.1 Overview
    • 8.20.2 Product Summary
    • 8.20.3 Financial Performance
    • 8.20.4 SWOT Analysis

9 About Us

  • 9.1 About Us
  • 9.2 Research Methodology
  • 9.3 Research Workflow
  • 9.4 Consulting Services
  • 9.5 Our Clients
  • 9.6 Client Testimonials
  • 9.7 Contact Us
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
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