Global Toys And Games Market Report 2022-2026: Market Players have Implemented Sustainable Growth Techniques in the Market – QNT Press Release


DUBLIN, Aug. 2, 2022 /PRNewswire/ — The “Global Toys And Games Market: Analysis By Product, By Distribution Channel, By End User, By Region, Size and Trends with Impact of COVID-19 and Forecast up to 2026” report has been added to ResearchAndMarkets.com’s offering.

The toys and games market is determined to grow at a CAGR of 5.80% over the forecasted period of 2022-2026.

The global toys and games market was valued at US$305.57 billion in 2021, and is expected to be worth US$405.08 billion in 2026.

Toys and games are considered as the physical foundation for children’s play. It imparts the values ​​of a particular historical period while directing children’s conduct, stimulating their creativity, and shaping their experience.

From rattles, dolls, and toy cars to skipping ropes, board games, and jigsaw puzzles, toys and games cover a wide range of activities. Favorable demographic trends, an emerging middle class across highly populous geographies, growth in iconic toy and game brands, fusion of core owned/licensed properties with entertainment content and technology, and favorable projections for broad-based entertainment consumption in a re-opening economy post-COVID are expected to be positive factors for the toys and games market.

Market Segmentation Analysis:

By Product:

The report identifies six segments on the basis of product: Video Game Consoles, Dolls, Games and Puzzles, Outdoor and Sports Toys, Preschool Toys and Others.

Among the product, games & puzzles toys and games segment is expected to grow at a significant rate of 6.7% due to increasing usage of social media, solving puzzles to cope with increasing mental illness, introduction of new and advanced board games and puzzles, and establishment of board game cafes.

Moreover, manufacturers are developing specially curated board games for the older population, such as Hive and Big Letter Bananagrams which would also boost the market growth.

By Distribution Channel:

The report identifies two segments on the basis of distribution channel: Offline and Online. Among the distribution channel, it is anticipated that the online distribution channel would experience the highest CAGR of 7.29% during the forecasted period.

Online sellers include aggregators and websites operated by manufacturers. In order to better meet customer wants and boost profit margins, manufacturers have recognized the potential of the channel and are operating shopping websites, which is likely to drive the market growth.

By End User:

The report provides the bifurcation of toys and games market into three segments on the basis of end user: 0-8 Age, 9-15 Age and 15 Age & Above.

The 0-8 age group dominated the market in 2021, with a share of 47.3%, owing to…

Full story available on Benzinga.com



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