Market research on the toys and games industry. Standardised and ...
Market research on the toys and games industry. Standardised and cross-comparable statistics including total market sizes, market share and brand share data, distribution and industry trends and category information.
Asian consumers underspend on traditional toy and games compared to other regions. Why are Asians not buying traditional toys, and will the apparent negative connotations of play change over the forecast period?
Captive audiences at home in 2020 have been re-shaping the business of entertainment. Where children (and adults) consume content influences their interests, shopping and playtime. For the licensing business, new routes to consumers are both an…
Before the pandemic, Asia Pacific was fastest growing traditional toys market with significant room for growth due to the low spending per household on traditional toys compared to the rest of the world. While the pandemic has proved a setback due to…
Video games was a major beneficiary of Coronavirus (COVID-19), with sales rebounding from 2019’s decline to see dynamic growth in 2020. Home seclusion, due to lockdowns and working/learning from home, drove video games demand in 2020, with…
Adults buying toys for themselves is giving a much-needed boost to companies in the toys and games industry as the number of children declines. Who are kidults and how can companies engage them?