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 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…
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 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…
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…
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…