市場調查報告書
商品編碼
1471180
玩具市場:依產品、年齡層、通路 - 2024-2030 年全球預測Toys Market by Product (Action Figures & ACC, Arts & Crafts, Building Sets), Age Group (0-8 years, 15 years and above, 9-15 years), Distribution Channel - Global Forecast 2024-2030 |
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預計2023年玩具市場規模為3,192.2億美元,預計2024年將達3,356.6億美元,2030年將達4,561.9億美元,複合年成長率為5.23%。
玩具市場包括各種專為遊戲、教育和愛好活動而設計的產品,主要針對兒童和青少年。這包括傳統玩具和遊戲、電子玩具、教育玩具、授權商品等。其用途和最終用途通常集中於消費者娛樂、教育發展和技能增強。科技和創造性設計的進步在推動玩具的興趣和銷售方面發揮著重要作用。家庭可支配收入的增加使消費者能夠在玩具等非必需品上花費更多。此外,網路購物的興起簡化了購買流程,讓更多人可以輕鬆獲得各種玩具。然而,產品生命週期短和產品數量大造成的激烈競爭可能會對市場造成挑戰。然而,將學習與擴增實境(AR) 和虛擬實境 (VR) 相結合以提供沉浸式遊戲體驗的教育和 STEM 玩具的擴展預計將創造巨大的市場成長潛力。此外,透過 3D 列印等積層製造實現玩具客製化和個人化,以及環保和永續玩具的成長預計將推動市場擴張。
主要市場統計 | |
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基準年[2023] | 3192.2億美元 |
預測年份 [2024] | 3356.6億美元 |
預測年份 [2030] | 4561.9億美元 |
複合年成長率(%) | 5.23% |
對產品技術的欽佩促使消費者轉向針對青少年的電子設備
動作玩偶和配件主要迎合各種年齡段,包括兒童和收藏家,並提供來自漫威、DC 漫畫和星球大戰等熱門專利權的角色。藝術和手工藝區促進創造力和運動技能的發展,並滿足兒童的教育和娛樂需求。基於對 STEM 和基於授權的主題的偏好,組裝套裝鼓勵創造力和認知發展。玩偶仍然是過家家和技能發展的經典玩具。探索類玩具,如教育洞察和國家地理顯微鏡和望遠鏡,迎合了孩子們的好奇心和教育興趣。這些產品培養了對科學和探索的熱愛。遊戲/謎題旨在提高解決問題的能力和社交互動。嬰幼兒、幼兒和學齡前兒童產品著重發展里程碑和教育。戶外和運動玩具為孩子們提供了積極的玩耍機會。這些玩具滿足了孩子們運動和戶外體驗的需求。毛絨玩具既可作為舒適品,又可作為收藏品。此細分市場基於需求的偏好是情感安全感和收藏性。汽車玩具吸引了孩子們對運動和結構的迷戀。這些玩具通常具有教育意義,可以教授物理和工程知識。青少年電子領域旨在培養兒童的科技興趣,並將學習與科技的使用連結起來。
15 歲以上年齡層傾向於技術主導的玩具,例如無人機、高級機器人和圖板遊戲。
大多數0至8歲的患者是嬰幼兒、幼兒和兒童。 0-8 歲年齡層對玩具的偏好著重於感官刺激、教育價值、安全性和運動技能發展。考慮到粗暴操作的可能性,製造商傾向於生產無毒、耐用且易於清洗的玩具。這個年齡層的熱門類別包括毛絨動物玩具、積木、簡單的拼圖和提供教育內容的互動電子玩具。 15歲以上年齡層的玩具與幼兒的玩具有很大不同,因為它們針對的是更成熟的人。根據他們的需求,這一人群偏愛採用先進技術的玩具,例如無人機、先進機器人、收藏品、具有複雜策略的圖板遊戲和遊戲機。 9-15 歲的孩子有各種各樣的興趣,從教育內容到娛樂。這個群體的需求傾向於將樂趣與挑戰和技能發展元素結合的玩具。其中包括適合年齡的電子產品,例如先進的工藝套件、科學實驗套件、工藝品以及具有教育應用程式和功能的兒童友善平板電腦。
分銷管道:由於價格和購買便利性,線上分銷管道(包括電子商務平台)是首選。
線下通路包括玩具專賣店、百貨公司玩具專區、超級市場和量販店等實體零售商。此管道基於需求的偏好包括即時滿足、讓顧客在購買前觸摸和感受產品的觸覺體驗,以及透過要求互動與銷售人員進行適合年齡的玩具和遊戲的指導。線上通路包括 Amazon、eBay 和 Walmart.com 等電子商務平台,以及 ToyWiz 和 Fat Brain 玩具等專業玩具零售商。對線上通路的基於需求的偏好是由便利商店因素驅動的,例如多個賣家/供應商之間的簡單價格比較以及獲得實體店中不易獲得的專業或利基產品。線上平台為製造商提供了更廣泛的產品範圍,而不受實體店貨架空間的限制。
區域洞察
美洲地區是美洲玩具業的重要市場。在美國,消費者對玩具的需求反映了對科學、技術、工程、藝術和數學教育的興趣,其特點是對創新、教育和高科技產品的高需求。美洲的玩具市場成熟,消費品安全衛生署(CPSC) 和加拿大衛生部等監管機構執行嚴格的安全標準。因此,將重點投資於當地製造能力和電子商務平台,預計這將為該地區的市場提供成長機會。歐洲國家和英國遵守歐洲玩具安全指令監督的嚴格玩具安全標準。為了因應人們日益關注的環境議題,法國和德國等國家紛紛推出政策,透過環保包裝材料促進玩俱生產的永續性。中東和非洲地區由於年輕人口眾多,是一個前景看好的新興市場,玩具市場成長潛力巨大。在亞太地區,中國是主要的玩俱生產國和消費國,對授權產品和國際品牌的需求不斷增加。可支配收入的增加和網路購物平台的普及徹底改變了亞太地區的購買行為。
FPNV定位矩陣
FPNV定位矩陣在玩具市場評估中至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一個綜合工具,可以對玩具市場供應商的現狀進行深入而深入的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,以獲得市場競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4.競爭力評估及資訊:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況、製造能力等進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.玩具市場的市場規模與預測是多少?
2.玩具市場預測期內需要考慮投資的產品、細分市場、應用和領域有哪些?
3.玩具市場的技術趨勢和法規結構是什麼?
4.玩具市場主要廠商的市場佔有率是多少?
5.進入玩具市場合適的型態或策略手段是什麼?
[182 Pages Report] The Toys Market size was estimated at USD 319.22 billion in 2023 and expected to reach USD 335.66 billion in 2024, at a CAGR 5.23% to reach USD 456.19 billion by 2030.
The toy market encompasses a broad range of products designed for play, education, or hobby activities, primarily targeted at children and adolescents. It includes traditional toys and games, electronic toys, educational toys, and licensed merchandise. The application and end-use are generally focused on consumer entertainment, educational development, and skill enhancement. Advances in technology and creative designs have played a significant role in driving interest and sales of toys. Increased household disposable income enables consumers to spend more on non-essential goods such as toys. Moreover, The rise of online shopping simplifies the purchasing process, making a wide variety of toys easily accessible to a broader audience. However, short product life cycles and a high volume of products creating intense competition may pose challenges for the market. Nevertheless, the expansion of educational and STEM toys, combining learning with the integration of augmented reality (AR) & virtual reality (VR) to create immersive play experiences, is expected to create immense potential for market growth. Moreover, customization and personalization of toys through additive manufacturing, such as 3D printing, and growth in eco-friendly and sustainable toys are expected to add to market expansion.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 319.22 billion |
Estimated Year [2024] | USD 335.66 billion |
Forecast Year [2030] | USD 456.19 billion |
CAGR (%) | 5.23% |
Product: Consumer inclination towards youth electronics owing to technology fascination
Action figures and accessories cater to various age groups, primarily children and collectors, offering characters from popular franchises such as Marvel, DC Comics, and Star Wars. The arts and crafts segment promotes creativity and fine motor skill development, catering to the needs of educational and recreational activities for children. Building sets inspire creativity and cognitive development based on preference for STEM and license-based themes. Dolls remain a classic toy for role-playing and nurturing skills. Toys in the explorative segment, such as microscopes and telescopes from Educational Insights or National Geographic, meet children's curiosity and educational interests. These products foster a love for science and exploration. Games/ Puzzles aim to enhance problem-solving skills and social interaction. Products for infants, toddlers, and preschoolers focus on developmental milestones and education. Outdoor and sports toys provide children with active play opportunities. These toys cater to children's needs for exercise and outdoor experiences. Plush toys serve as comfort objects and collector's items. The need-based preference in this segment is for emotional security and collectibility. Vehicle toys appeal to children's fascination with motion and mechanics. These toys often have an educational twist, teaching about physics and engineering. The youth electronics segment is for children's technological engagement and aims to combine learning with technology usage.
Age Group: Inclined 15 years and above age group towards technology-driven toys such as drones, advanced robotics and board games.
The 0-8 years age group largely consists of infants, toddlers, and young children. The need-based preference for toys within the 0-8 years demographic focuses on sensory stimulation, educational value, safety, and motor skill development. Manufacturers tend to produce toys that are non-toxic, durable and easy to clean considering the likelihood of rough handling. Popular categories for this age group include plush toys, building blocks, simple puzzles, and interactive electronic toys that provide educational content. Toys for the 15-year-old and above age group are significantly different from those for younger children as they cater to a more mature audience. This demographic shows a need-based preference for sophisticated, technology-driven toys such as drones, advanced robotics, collectibles, board games with complex strategies, and gaming consoles. The 9-15 age group has a diverse range of interests that span educational content and entertainment. The need-based preference in this group leans towards toys that combine fun with an element of challenge or skill development. This includes advanced construction sets, scientific experiment kits, crafting, and age-appropriate electronic devices, such as tablets designed for kids with educational apps and functions.
Distribution Channel: Preferred online distribution channel including eCommerce platforms for price and purchase convenience factors
The offline distribution channel consists of brick-and-mortar retail stores, such as specialty toy stores, toy sections within department stores, supermarkets, and mass-market retailers. The need-based preference for this channel is driven by customers seeking immediate gratification, a tactile experience where they can touch and feel products before purchase, and personal interactions with sales staff for guidance on age-appropriate toys or games. The online distribution channel includes eCommerce platforms, including Amazon, eBay, Walmart.com, and specialized toy retailers, such as ToyWiz and Fat Brain Toys. The need-based preference for online channels is driven by convenience factors, including easy price comparison across multiple sellers/vendors and access to specialized or niche products that are not readily available in physical stores. Online platforms offer manufacturers a broader reach for their products without the constraints associated with shelf space in physical locations.
Regional Insights
The Americas region represents significant markets in the toy industry within the Americas. In the United States, consumer needs for toys are characterized by a high demand for innovative, educational, and tech-related products, reflecting the region's interest in Science, Technology, Engineering, Arts, and Mathematics education. The toy market in the Americas is mature, with strict safety standards enforced by regulatory bodies, such as the Consumer Product Safety Commission (CPSC) and Health Canada. Consequently, there has been an increased emphasis on local production capabilities and investments in eCommerce platforms, which is expected to provide growth opportunities for the market in the region. European countries and the UK adhere to rigorous toy safety standards overseen by the European Toy Safety Directive. In response to growing environmental concerns, nations, including France and Germany, have introduced policies promoting sustainability in toy production through eco-friendly packaging materials. The Middle East and Africa region offers a promising emerging market with significant growth potential in the toys market due to a young population demographic. In APAC, China, as a major toy manufacturer and consumer, displays a rising demand for licensed merchandise and international brands. The increased disposable income and the prevalence of online shopping platforms have transformed purchasing behaviors in the APAC region.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Toys Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Toys Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Toys Market, highlighting leading vendors and their innovative profiles. These include Aoshima Bunka Kyozai Co., Ltd., Bandai Namco Holdings Inc., Buffalo Games, LLC, Cartamundi Group, CubicFun Toys Industrial Co., Ltd., Dream International Limited, Educa Borras by Team Toys SA, Funtastic, Gibsons Games Ltd., Hasbro Inc., JAKKS Pacific, Inc, Konami Group Corporation, Koninklijke Jumbo B.V., Lansay, LeapFrog Enterprises, Inc., Lego A/S, MasterPieces Puzzle Company, Mattel Inc., MGA Entertainment Inc., Moose Enterprise Pty Ltd, Playmates Toys Limited, Ravensburger AG, Sanrio Company, Ltd., Schmidt Spiele GmbH, Simba-Dickie Group, Spin Master Corp., Tomy Company, Ltd., ToyQuest, Trefl S.A., Tru Kids, Inc., Vivid Imaginations by Goliath Group, and VTech Holdings Limited.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Toys Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Toys Market?
3. What are the technology trends and regulatory frameworks in the Toys Market?
4. What is the market share of the leading vendors in the Toys Market?
5. Which modes and strategic moves are suitable for entering the Toys Market?