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INDUSTRIES
&
MARKETSToys
&
Games
eCommerce:market
data
&
analysisMarket
InsightsreportJune2024MARKET
INSIGHTSThis
report
is
part
ofour
Market
Insights
productGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,
regional,country,
and/orstatelevel.
Accessourdatavia
webinterface,download(XLS,
PDF,PPT),or
reports.Benefitfromour48-hourcustomerservice
guarantee.•
10
sectors:
advertising&media,consumers,countries,digital
sector,finance,health,
industrialsector,mobility,andtechnology•
1,000+
markets,
e.g.,
FinTech,Food,or
Robotics•
KPIs,
e.g.,
revenue,marketshares,prices,andvolume•
Features:Compare
countries®ions,
change
currencies,
selectvisualizations,
and/or
customize
downloads•
Usecases:
sales
planning,
investment
decision
support,resourceallocation,andportfolio
management10sectors190+geographicalentities1,000+markets400+reportsGotoMar
etInsightsFind
out
more
on:https://www.Goto
Market
Insightscom/outlook/2MARKET
INSIGHTSMarket
Insights
–
market
data,forecasts,
and
qualitative
insightsThe
Toys
&
Gamesmarket
ispartofthe
Toys
&Hobbymarket.10sectors190+geographicalentities1,000+markets400+reportsGotoToy
s
Hobbymark
etGoto
Toys
&HobbyFind
out
more
on:Toys&
Hobbymarket3Table
of
ContentsOverviewAppendixSummary6789Product
OverviewAuthor2425MarketDefinitionKeyTakeawaysMarketScopesMarket
NumbersRevenue111417202122AverageRevenue
per
UserUsersOnline&OfflineSplitMobile/DesktopSplitPenetration
rate4CHAPTER
1OverviewThe
Toys&
Games
eCommerceis
rapidly
expanding
due
to
rising
incomes,technological
innovations,
and
the
accessibility
of
global
brands
onlineOverview:
SummarySummaryTheToys&Games
eCommerce
market
worldwide
isexperiencing
significantgrowth
and
development.
Withtheriseof
online
shoppingand
theincreasingpopularity
oftoysandgames,thismarket
hasbecome
alucrative
industryforretailers
andmanufacturersalike.more
viableoption.
Additionally,therising
middleclass
inthese
regions
hasincreased
disposableincome,
allowing
formore
spendingon
toysandgames.
Inmore
developed
countries,
theToys
&Games
eCommerce
market
isinfluencedbyfactorssuchas
theprevalence
of
digitaldevices
andthepopularity
ofonlinegaming.Theincreasing
useofsmartphones
and
tabletshasledtoashiftinhowchildren
playandinteract
withtoys.
Many
traditionaltoyshavebeen
adaptedtoincorporate
digitalfeatures,
appealingtotech-savvy
consumers.Oneofthekey
trendsinthismarket
isthe
growing
demand
foreducational
andSTEM(Science,
Technology,
Engineering,andMathematics)
toys.
Parentsandeducators
arerecognizing
the
importance
ofearly
childhood
development
andareseeking
toysthatpromote
learning
and
critical
thinkingskills.
Thistrendisparticularly
prominent
indeveloped
countries
where
there
is
astrong
emphasison
education.
Anothertrend
inthemarket
istheincreasing
popularity
oflicensedtoysand
games.
With
the
success
of
movies,
TVshows,
and
video
games,
there
isahighdemandfor
merchandise
featuring
popularcharacters
and
brands.Thistrend
isdriven
bybothchildren
who
want
to
playwith
toysbased
ontheirfavoritecharacters
andcollectors
who
seek
out
limitededition
or
rare
items.
Indifferentregions,
there
are
uniquefactorsthatcontribute
to
thedevelopment
of
theToys&Games
eCommerce
market.
Forexample,
indeveloping
countries,
thelackofaccess
tophysicalstores
andlimited
product
availabilitymakeonline
shoppingaThegrowth
oftheToys
&Games
eCommerce
market
isalsodriven
bymacroeconomic
factorssuchaspopulation
growth,
urbanization,anddisposableincome.
As
theglobal
populationcontinuestoincrease,
there
isalarger
customerbasefortoysandgames.
Urbanization
alsoplaysarole,
asmore
people
arelivingincitieswhere
access
to
physicalstores
may
belimited,
leadingtoagreaterreliance
ononline
shopping.Disposable
income
isakey
driver
of
theToys
&Games
eCommerce
market,
as
itdetermines
the
purchasingpower
ofconsumers.Aseconomies
grow
and
incomes
rise,
consumers
havemore
money
tospendonnon-essential
items
suchastoysandgames.
Thisisparticularly
trueinemergingmarkets
where
themiddleclass
isexpanding.6Sources:Market
Insights
2024Toys
&
Games
eCommerce
plays
a
pivotal
role
in
the
Toys
&
HobbymarketOverview:
Market
DefinitionMarket
definitionTheeCommerce
Toys&
Games
market
refers
to
theonlineplatformwherecustomers
canpurchaseawide
rangeof
toysandgamesforvarious
agegroups.Thismarket
includesthe
sale
oftoysandgamesthrough
onlinechannels,suchaswebsites
andmobile
applications,where
customers
canbrowse
andpurchaseproductsconveniently
from
theirown
homes.Additionalinformation:eCommerce
Toys
&Games
comprises
revenues,
users,
average
revenue
peruser,
and
penetration
rates.
Revenues
are
derived
fromannualfilings,nationalstatisticaloffices,
Google-
and
Alibaba-Trends,
and
industryknowledge.
SalesChannelsshow
online
and
offlinerevenue
shares,
aswell
asdesktop
andmobilesales
distribution.Revenues
are
includingVAT.
Themarket
only
displaysB2Crevenues
andusers
forthe
above-mentioned
markets,
hence
C2C,B2B,
andreCommerce
arenot
included.Themarket
consistsoutof
several
parts,namely:
ActionFigures,
Board
Games,CardGames,
Construction
Sets&
Models,
Dolls
&
Stuffed
Toys,
Plastic&
OtherToys,Puzzles,
Toys
forToddlers
&
Kids.Formore
informationon
the
definitions,please
visittherespective
market
page.7Sources:Market
Insights
2024Toys
&
Games
accounted
for
47.58%
of
the
Toys&
Hobby
eCommerce
marketrevenue
in
2024Overview:
Key
TakeawaysKeyTakeaways•Revenue
intheToys
&Games
Market
isprojected
toreach
US$55.09bn
in2024.•Revenue
isexpected
to
show
anannualgrowth
rate
(CAGR2024-2029)
of
9.21%,
resulting
inaprojected
market
volume
ofUS$85.57bn
by2029.•IntheToys&Games
Market,
thenumberof
users
isexpected
to
amount
to
650.5m
usersby2029.•User
penetration
will
be7.3%
in2024
andisexpected
to
hit8.9%
by2029.•Theaverage
revenue
peruser
(ARPU)isexpected
toamounttoUS$120.70.8Sources:Market
Insights
2024Market
scope
parameters
and
considerationsOverview:
inscope
/outof
scopeInscopeOutof
scopeThismarket
includes:Thismarket
excludes:•Construction
&building
toys,suchas
building
blocks,LEGOsets,andconstruction
kits•Offlinerevenues,
suchassalesinphysical
toystores•Infant&toddler
toys,suchascradletoys,rattles,
mobiles,
andlearning
toys•Educational&science
toys,suchaschemistry
sets,
flashcards,andscienceexperiment
kits•Dolls&actionfigures
suchasfashiondolls,collectible
dollsandsuperherofigures•Games
&puzzles,
suchasboard
games,
playing
cards,jigsaw
puzzles,andbrain-teasers9Sources:Market
Insights
2024CHAPTER
2Market
NumbersToys
&
Games
eCommerce
revenues
are
estimated
to
increase
at
a
CAGR(1)
of10.7%
from2017
to
2029Market
Size:
GlobalRevenue
forecast
inbillionUS$85.575.819.0281.055.548.5175.5569.185.20+10.7%(1)62.354.80
7.9012.6114.2918.134.36
7.2111.5613.5355.106.4748.783.9145.8646.023.49
5.713.334.603.344.6310.4317.1739.405.089.1916.0116.352.604.0814.6714.9531.518.111.632.665.015.325.291.802.985.616.006.011.973.256.117.589.687.649.7213.2213.4828.6211.6425.397.198.1018.6110.2617.5811.9110.5311.3120239.8810.7920219.9410.7520226.63
8.676.8519.7120296.2217.48202718.7220285.4815.99202614.39202512.7420246.70
8.762017201820192020Plastic&OtherToysConstruction
Sets&ModelsToysforToddlers
&KidsDolls
&StuffedToysBoard
GamesOther11
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2024With
revenue
of
US$
24.5
billion,
the
Americas
is
the
biggest
market
amongselected
regions
in
2024Market
Size:
Regional
Comparison
(1/2)Revenue
forecast
inbillionUS$+8.9%(1)37.58+9.4%(1)27.33+9.4%(1)18.0524.5017.47202411.51+9.4%(1)+10.9%(1)1.351.2620290.860.7520242029202420292024
2029Americas20292024EuropeAfricaAsiaAustralia&Oceania12
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2024With
revenue
of
US$
20.2
billion,
the
United
States
is
the
biggest
market
amongselected
countries
in
2024Market
Size:
Regional
Comparison
(2/2)Revenue
forecast
inbillionUS$+8.5%(1)30.3820.24+9.4%(1)13.63+10.0%(1)4.87+7.2%(1)8.69+8.7%(1)4.423.123.032.541.672024202920242029202420292024202920242029ChinaUnited
StatesUnited
KingdomGermanyJapan13
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2024Toys
&
Games
eCommerce
average
revenue
per
users
are
estimated
todecrease
from
2017
to
2029Market
Size:
GlobalAveragerevenue
peruserforecast
inUS$1,138.951,200
1,124.201,080.811,065.951,006.70455.901,000800464.79477.29498.71384.51532.75501.28390.91405.02343.35566.17374.72531.25352.24428.41439.35496.83515.56489.44400.40360.53474.34402.45404.776004002000431.73377.56403.08395.98343.02313.95333.92326.06339.84301.33172.8195.8060.93208.7987.9256.74301.5184.31320.1188.9152.6298.4070.52144.21101.0762.7972.8761.7299.16101.2056.0576.33
105.7398.0490.3749.3875.5374.2872.7691.5460.7568.3050.922024103.5454.6676.6857.18202956.8452.90201720182019Board
Games20202021202220232025202620272028ActionFiguresToysforToddlers
&KidsCardGamesPlastic&OtherToysOther14Sources:Market
Insights
2024the
Americas
has
the
biggest
marketin
Toys
&
Games
eCommerce
averagerevenue
per
userin
2029Market
Size:
Regional
Comparison
(1/2)Averagerevenue
peruserforecast
inUS$300273.60246.77272.86224.87267.91228.07261.34230.73261.62227.46258.31254.71230.28253.77244.17215.66233.72209.1225020015010050230.45206.65198.97219.92222.79218.76202.44202.71208.9396.04204.88100.65194.60191.36101.45189.6872.14189.3595.3882.57187.38188.2172.34184.6572.20176.8171.70174.3867.22168.2271.14161.4068.3795.6979.6068.41201860.42201961.85202060.78202148.26202241.86202340.94202441.41202541.56202641.55202741.21202840.67202902017AfricaAsiaEuropeAustralia&OceaniaAmericas15Sources:Market
Insights
2024With
average
revenue
per
user
of
US$449.5,
the
United
States
is
the
biggestmarket
among
selected
countries
in
2024Market
Size:
Regional
Comparison
(2/2)Averagerevenue
peruserforecast
inUS$579.05579.38600556.87537.72394.75532.68506.43364.19501.93419.16491.95360.33485.89380.04477.75500
462.30400
367.25300449.49324.57356.13362.23357.56408.65311.04289.94401.76395.76253.24359.05382.97251.11343.15235.80334.79262.51251.01337.33198.41244.32251.00230.24172.31240.9289.23330.26322.98231.74299.2189.842001000196.23190.81221.6658.98175.76183.0966.8398.98201891.0083.59202172.1466.9467.1767.47202962.9566.85201720192020202220232024Japan2025202620272028ChinaUnited
KingdomGermanyUnitedStates16Sources:Market
Insights
2024Toys
&
Games
eCommerce
users
are
estimated
to
increase
from
2017
to
2029Market
Size:
GlobalUsersforecast
inmillion574.546005004003002001000545.19511.85333.95359.54394.90263.64474.86316.85204.22434.92371.90348.04242.17353.96331.43273.37187.08231.55144.21312.05195.73130.18288.54271.99312.90133.59
161.06292.68229.02250.20110.47174.85214.6694.8874.96151.07344.6941.50329.26292.61311.8498.61271.10117.99152.79248.6237.0726.67136.50222.2834.0524.8092.8314.89107.08198.8447.1036.5884.2013.8350.0720.419.2230.3722.6840.5643.9233.6452.8018.778.8116.737.5730.3539.207.767.40201720182019202020212022202320242025Puzzles202620272028Other2029Construction
Sets&ModelsDolls
&StuffedToysPlastic&OtherToysToysforToddlers
&Kids17Sources:Market
Insights
2024Asia
has
the
biggest
number
of
Toys&
Games
eCommerce
users
in
2029Market
Size:
Regional
Comparison
(1/2)Usersforecast
inmillion378.86400358.66336.0135030025020015010050310.97119.73283.27112.61255.49104.84229.3397.60200.6088.70170.1378.75137.7295.16132.3983.6843.6134.98126.3998.4149.10138.5169.7976.4991.1431.20117.6957.2181.5186.1828.9771.3221.013.5755.2760.0643.3937.0747.2326.464.4223.753.9939.7810.292.0815.863.0718.363.2133.115.6212.954.711.316.301.468.091.804.845.242.31020172018201920202021Australia&Oceania20222023Europe20242025Americas2026Asia202720282029Africa18Sources:Market
Insights
2024With
138.1
million
users
million,
China
is
the
biggest
market
among
selectedcountries
in
2024Market
Size:
Regional
Comparison
(2/2)Usersforecast
inmillion220201.99191.3120018016014012010080179.3850.34166.32152.37138.0945.03126.2943.29111.6740.5745.2096.73202147.3219.10
48.9619.9881.8631.4551.48202852.4422.2955.6721.0118.134.784.393.3568.2935.9018.099.337.2420.8111.0921.588.508.2110.19606.426.714.626.525.296.055.439.925.67
24.5810.528.4911.639.648.816.944012.1310.135.083.537.87207.259.096.694.310201720182019202020222023UnitedKingdom202420252026China20272029GermanyJapanUnitedStates19Sources:Market
Insights
2024Inthe
Toys
&
Games
eCommerce
market,
online
revenue
share
reached
43.0%in
2024FurtherMarket
AnalysisShare
ofoffline
andonlinerevenue
worldwide
in%41.00%43.00%46.00%49.00%53.00%57.00%61.00%62.00%61.00%65.00%70.00%73.00%76.00%59.00%202957.00%202854.00%202751.00%202647.00%202543.00%202439.00%202138.00%202239.00%202335.00%202030.00%201927.00%201824.00%2017OfflineRevenue
ShareOnlineRevenue
Share20Sources:Market
Insights
2024Inthe
Toys
&
Games
eCommerce
market,
mobile
revenue
share
reached
66.0%in
2024FurtherMarket
AnalysisShare
ofdesktopandmobile
revenue
worldwide
in%32.00%32.00%31.00%34.00%66.00%33.00%35.00%38.00%37.00%39.00%43.00%47.00%68.00%202668.00%202769.00%202867.00%202565.00%202362.00%202163.00%202261.00%202057.00%201953.00%20182024Desktop
Revenue
ShareMobile
Revenue
Share21Sources:Market
Insights
2024Penetration
rate
for
Toys&
Games
is
especial
high
in
the
United
Kingdom
butalso
in
NorwayPenetration
Rate:
Worldwide
ComparisonToys&Games
penetration
rate
percountryin2024
in%1.2.3.4.5.UnitedKingdomNorway29.3019.7216.2015.6815.67DenmarkNetherlandsSwedenlowhigh
nodata22Sources:Market
Insights
2023CHAPTER
3AppendixMARKET
INSIGHTSMarket
Insights
–
market
data,forecasts,
and
qualitative
insightsGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,regional,country,
and/orstatelevel.Access
ourdatavia
web
interface,
download(XLS,
PDF,PPT),
orreports.Benefitfromour
48-hour
customerservice
guarantee.•
10
sectors:
advertising&media,consumers,countries,digital
sector,finance,health,
industrialsector,mobility,andtechnology•
1,000+
markets,
e.g.,
FinTech,Food,or
Robotics•
KPIs,
e.g.,
revenue,marketshares,prices,andvolume•
Features:Compare
countries®ions,
change
currencies,
selectvisualizations,
and/or
customize
downloads•
Usecases:
sales
planning,
investment
decision
support,resourceallocation,andportfolio
management10sectors190+geographicale
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