The Toys And Games Market is being driven by Increasing personal disposable income and rising middle-class population
The Toys And Games Market is expected to grow at a CAGR of 8.6% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 86.2 billion. The emergence of 3D printing technology poses a significant challenge to the toys and games market. This innovative trend enables consumers to produce 3D prints of their preferred toy characters at their convenience, potentially infringing on licensors' intellectual property rights. The increasing affordability of 3D printers over the coming years exacerbates this issue. To mitigate risks and capitalize on this trend, licensors such as Sesame Workshop and Hasbro Inc. are exploring methods to legitimize DIY merchandise and toys, ensuring revenue generation while protecting their copyrights and trademarks.
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The market is segmented based on
According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows:
However, the market also witnesses some limitations, which are as follows:
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Market Scope |
|
Report Coverage |
Details |
Page number |
241 |
Base year |
2024 |
Historic period |
2019-2023 |
Forecast period |
2025-2029 |
Growth momentum & CAGR |
Accelerate at a CAGR of 8.6% |
Market growth 2025-2029 |
USD 86.2 billion |
Market structure |
fragmentation |
YoY growth 2024-2025(%) |
7.8 |
Key countries |
US, Germany, China, UK, Canada, India, Brazil, Japan, France, and Australia |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
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The Toys and Games Market encompasses various aspects, including toy manufacturing, distribution, import/export, licensing agreements, design, innovation, and trends. Toy sales and revenue generate significant market share, influenced by consumer demographics and customer segmentation. Brands strive for loyalty through product development, packaging, pricing, promotions, and online marketplaces. Influencer and content marketing enhance customer experience. Sustainability, ethical sourcing, recycling, safety standards, legislation, and intellectual property are crucial considerations.
The global leisure products market, a segment of the larger household durables industry, encompasses categories such as action figures, board games, building toys, educational toys, and electronic games. According to Technavio, the market size is determined by the consolidated revenue of manufacturers in this sector, which includes consumer electronics, homebuilding products, household appliances, houseware and specialties, and leisure products. Key growth drivers for the leisure products market include the expansion of health and fitness clubs, with memberships experiencing significant growth over the past decade and the industry showing promising prospects. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.
Technavio Research
Jesse Maida
Media & Marketing Executive
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UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/
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