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 Asian consumer is changing. Traditional values that served the collective in terms of both society and the family are on the wane, with COVID-19 lockdowns accelerating a new focus on individualism and the self. This report explores how Asian…
The digital transformation in play and entertainment has been a key factor in growth in videogames in recent years, boosting the popularity of gaming PCs and related products, and also shaping the focus on at-home gaming eco-systems. High-end…
As e-commerce growth rates slow from historic highs, the online channel is no longer a rising tide for all categories and brands. While potential exists with e-commerce accounting for 50% of retail’s expected growth in the next five years, retailers…
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?
The global toys and games market is projected to grow 17% over the forecast period driven by middle-class households in Asia Pacific and Latin America. Manufacturers are also driving innovation in personalisation, digitalisation, kidults and…