市場調查報告書
商品編碼
1492620
電子玩具和遊戲市場:按產品類型、年齡層、分銷管道和應用分類的全球預測 - 2024-2030Electronic Toys & Games Market by Product (Electronic Building Blocks, Electronic Pets, Gaming Consoles), Type (Owned, Rented), Age Group, Distribution Channel, Usage - Global Forecast 2024-2030 |
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預計2023年電子玩具和遊戲市場規模為503.9億美元,預計2024年將達到536.7億美元,2030年將達到792.5億美元,複合年成長率為6.68%。
電子玩具和遊戲是指採用電子技術設計的遊戲產品。這包括使用電池或電氣連接運行並具有燈光、聲音和數位功能等互動組件的玩具和遊戲。例如各種各樣的產品,從支援邊玩邊學的教育手持設備,到遙控車輛,再到連接到螢幕並提供數位娛樂的視訊遊戲。這些玩具和遊戲旨在透過提供傳統非電子玩具無法提供的感官回饋和互動體驗來提高使用者參與度。由於全球可支配收入的增加以及人們對這些小工具的教育潛力的認知不斷增強,電子玩具和遊戲市場正在經歷顯著成長。然而,與這些技術相關的挑戰,例如高成本和網路安全風險,是市場成長的主要障礙。為了克服這些挑戰並推動市場成長,必須努力開拓具有成本效益的電子玩具和遊戲模型,加強資料安全,針對環境進行設計,並提供適合需求的內容,包括建立教育合作夥伴關係和設計包容性產品。殘障兒童。整合這些創新和解決方案預計將解決現有的限制並擴大市場基礎,使這些智慧互動玩具在全球各個市場上更容易獲得和更具吸引力。
主要市場統計 | |
---|---|
基準年[2023] | 503.9億美元 |
預測年份 [2024] | 536.7億美元 |
預測年份 [2030] | 792.5億美元 |
複合年成長率(%) | 6.68% |
區域洞察
電子玩具和遊戲市場在全球範圍內正在經歷強勁的成長和創新,並觀察到不同的區域趨勢和偏好。在美洲,人們非常注重將 AR 和 VR 等最尖端科技融入遊戲中,也非常注重教育玩具。歐洲國家有嚴格的安全法規和資料保護條例,並且強調高度安全的電子玩具和遊戲。中東市場的高科技教育遊戲正在蓬勃發展,尤其是那些提高英語和 STEM 技能的遊戲。非洲市場仍處於起步階段,但隨著中產階級的不斷壯大,它有潛力主要透過社區主導的教育電子遊戲來擴展。亞太地區處於製造和創新的前沿,中國得到了政府促進技術教育措施的大力支持。日本憑藉以流行文化和動畫為中心的高科技遊戲和玩具而脫穎而出,而印度市場的蓬勃發展則受到數位存取、可負擔性和在地化內容的推動。
FPNV定位矩陣
FPNV 定位矩陣對於評估供應商在電子玩具和遊戲市場的定位至關重要。此矩陣提供了對供應商的全面評估,並檢驗了與業務策略和產品滿意度相關的關鍵指標。這種詳細的評估使用戶能夠根據自己的要求做出明智的決定。根據評估結果,供應商被分為代表其成功程度的四個像限: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種綜合工具,可以對電子玩具和遊戲市場供應商的現狀進行深入而詳細的評估。透過仔細比較和分析供應商的貢獻,您可以更深入地了解每個供應商的績效以及他們在爭奪市場佔有率時面臨的挑戰。這些貢獻包括整體收益、客戶群和其他重要指標。此外,該分析還提供了對該行業競爭性質的寶貴見解,包括在研究基準年期間觀察到的累積、分散主導地位和合併特徵等因素。有了這些詳細資訊,供應商可以做出更明智的決策並製定有效的策略,以在市場競爭中保持領先地位。
策略分析與建議
策略分析對於尋求在全球市場站穩腳跟的組織至關重要。對電子玩具和遊戲市場當前地位的全面評估使公司能夠做出符合其長期願望的明智決策。此關鍵評估涉及對組織的資源、能力和整體績效進行徹底分析,以確定核心優勢和需要改進的領域。
[191 Pages Report] The Electronic Toys & Games Market size was estimated at USD 50.39 billion in 2023 and expected to reach USD 53.67 billion in 2024, at a CAGR 6.68% to reach USD 79.25 billion by 2030.
Electronic toys and games refer to products designed for play that incorporate electronic technology. These include toys and games that operate on battery power or through an electrical connection and feature interactive components such as lights, sounds, or digital functions. Examples encompass a wide range of products, from educational handheld devices that assist in learning through play to remote-controlled vehicles and video games that connect to a screen and provide digital entertainment. These toys and games are intended to enhance user engagement by providing sensory feedback and interactive experiences that traditional non-electronic toys cannot offer. The electronic toys and games market is witnessing substantial growth driven by rising global disposable incomes and a growing awareness of the educational potential of these gadgets. However, challenges such as high costs and cybersecurity risks associated with these technologies pose significant barriers to market growth. To navigate these challenges and propel market growth, opportunities lie in developing cost-effective electronic toys and game models, enhancing data security, crafting eco-friendly designs, forming educational partnerships for tailored content, and designing inclusive products that cater to children with disabilities. Embracing these innovations and solutions is expected to address the existing limitations and broaden the market reach, making these intelligent and interactive toys more accessible and appealing across various global markets.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 50.39 billion |
Estimated Year [2024] | USD 53.67 billion |
Forecast Year [2030] | USD 79.25 billion |
CAGR (%) | 6.68% |
Regional Insights
The electronic toys and games market exhibits robust growth and innovation across the globe, with distinctive trends and preferences observed in different regions. In the Americas, a strong emphasis on incorporating cutting-edge technologies, including AR and VR, into games, alongside a significant inclination toward educational toys. European countries are stringent in their safety and data protection regulations, emphasizing secured electronic toys and games. The Middle Eastern market is burgeoning with tech-savvy educational games, particularly those enhancing English language and STEM skills. Although the African market is nascent, a growing middle class indicates potential for expansion, primarily through community-driven educational electronic offerings. The Asia-Pacific region is marked by significant activities, with China at the forefront of manufacturing and innovation, heavily backed by government initiatives promoting technological education. Japan differentiates itself through high-tech games and toys centered around popular culture and animation, whereas India's rapidly growing market is fueled by increasing digital access, affordability, and localized content.
Market Insights
The market dynamics represent an ever-changing landscape of the Electronic Toys & Games Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Electronic Toys & Games Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment 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, namely 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 assessment of the current state of vendors in the Electronic Toys & Games Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. 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 these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Strategic Expansion into Digital Gaming with Partnership between Mattel and Outright Games
Mattel, Inc. has announced a strategic multi-year partnership with Outright Games to expand its presence in the digital gaming sphere and to launch three new games across all consoles and PC, namely Matchbox Driving Adventures, Monster High: Skulltimate Secrets, and Barbie Project Friendship. These games, scheduled for release by year-end, epitomize Mattel's commitment to leveraging its iconic brands to enhance digital engagement globally. [Published On: 2024-05-20]
Launch of Hasbro's Interactive Peppa Pig Toys to Enhance Child Engagement through Innovative Play
Hasbro has expanded its product line by introducing the Peppa Pig Peppa's Muddy Puddles Party Interactive Doll. This innovative 12-inch doll is designed to enhance interactive play by offering over 55 sounds, phrases, and reactions across two distinct modes. In Muddy Puddles game mode, the doll simulates splashing in puddles and sings songs, while the party mode activates when the flower on Peppa's dress is pressed. [Published On: 2024-04-18]
Market Expansion of Just Play's FurReal Interactive Pets
Just Play has launched its new FurReal line of interactive pets across major UK retailers, licensed by Hasbro. This diverse range reflects the evolving interests in pet and nurture play, incorporating Newborns, Wag-a-lots, Walk-a-lots, and My Minis, each tailored to different user interactions. The Newborns offer a nurturing experience where children engage in caring activities such as brushing and feeding. In contrast, Wag-a-lots and Walk-a-lots provide a more dynamic play with features, including detachable leads and life-like animal sounds for a simulated walk experience. The FurReal My Minis series introduces palm-sized pets with interactive capabilities, which are ideal for portable entertainment. [Published On: 2024-02-20]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Electronic Toys & Games Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Electronic Toys & Games Market, highlighting leading vendors and their innovative profiles. These include Arcade1Up, Buffalo Games, Educational Insights, Epic Games, Hamleys by Reliance Brands Limited, Hasbro, Just Play, LLC, Learning Resources Inc., LEGO Group, Mattel, Inc., Microsoft Corporation, Nexon Co., Ltd., Nintendo Co., Ltd., Sony Group Corporation, Tamagotchi by Bandai Namco Entertainment Inc., Toyshine by Sunshine Gifts and Stationers, Valve Corporation, Webby Toys, WembleyToys, and WowWee Group Limited.
Market Segmentation & Coverage