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.
The home cushions consumers from a mindset of resource abundance to one of short-term crisis, ultimately leading to long-term compromise. The sustainable home will be centred on the adoption of new technologies, with properties integrating reuse,…
The growing popularity of subscription boxes has led to a rise in M&A activity and funding for subscription box start-ups. Available across industries, they target specific consumer needs through different subscription models: pure convenience,…
The number of school children worldwide has risen, while the average age of school commencement has declined. Education systems continue to adapt their curricula to the needs of the changing job market, and STEM education is among the top topics on…
Sony Interactive Entertainment (SIE) is the gaming and digital entertainment arm of Sony Corp, formerly known as Sony Computer Entertainment (SCE). Sony has reorganised its business portfolio over time to better reflect how the company currently…
Smart home adoption will accelerate in the near term, as Matter-enabled devices become commonplace. Interoperability will enable companies to provide better experiences, while consumers will enjoy improved and more personalised services.
New business models, channels and shopper expectations continue to change retail, redefining industry rules and relationships and disrupting the path to purchase. This content provides strategies for adapting to these shifts and offers a framework to…
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…
The success of the Super Mario and Barbie movies will further accelerate the digitalisation of young adults’ childhood favourite toy characters. More toys and games companies are making film adaptations of classic toys to generate additional revenues…
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?
The rise of new business models is linked to a radical overhaul in traditional concepts of ownership, while offering consumers the prospect of new services and improved experiences. Brands exploit the power of connectivity and data generated from…