封面
市場調查報告書
商品編碼
1166073

線上玩具及遊戲零售的全球市場:現狀分析與預測(2022年~2028年)

Online Toys and Games Market: Current Analysis and Forecast (2022-2028)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 121 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

全球線上玩具及遊戲零售的市場規模,在預測期間內預計以約7%的年複合成長率成長。人口的持續性增加,消費者平均一人所得的劇增,近幾年的平板電腦終端和智慧型手機增加,推動市場成長。

本報告提供全球線上玩具及遊戲零售市場的相關調查,市場洞察,市場趨勢,競爭模式,企業概要等全面性資訊。

目錄

第1章 市場簡介

  • 市場定義
  • 主要目的
  • 相關利益者
  • 限制

第2章 調查方法或假設

  • 線上玩具及遊戲零售市場調查流程
  • 線上玩具及遊戲零售市場調查手法
  • 受訪者簡介

第3章 市場摘要

第4章 摘要整理

第5章 COVID-19對線上玩具及遊戲零售市場的影響

第6章 線上玩具及遊戲零售市場收益(10億美元)(2022年~2028年)

第7章 市場洞察:各產品

  • 活動和騎乘玩具
  • 未就學孩子玩具
  • 布娃娃
  • 遊戲和拼圖
  • 其他

第8章 市場洞察:各用途

  • 幼兒
  • 成人

第9章 市場洞察:各地區

  • 北美
    • 美國
    • 加拿大
    • 其他北美
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他歐洲
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 全球其他地區

第10章 線上玩具及遊戲零售市場動態

  • 推動市場要素
  • 市場課題
  • 影響分析

第11章 線上玩具及遊戲零售的市場機會

第12章 線上玩具及遊戲零售的市場趨勢

第13章 需求面和供給方面的分析

  • 需求面分析
  • 供給面

第14章 價值鏈分析

第15章 競爭模式

  • 競爭情形
    • 波特的五力分析

第16章 企業概要

  • Aldi Stores Ltd.
  • Alibaba Group Holding Ltd.
  • Amazon.com Inc.
  • Hamleys of London Ltd.
  • Kidding Around NYC
  • Nordstrom Inc
  • Overstock.com Inc
  • The BFL Group
  • The Walt Disney Co.,,
  • Walmart Inc

第17章 免責聲明

簡介目錄
Product Code: UMCG211266

Global Online Toys and Games Retailing Market is expected to grow at a significant rate of 7% during the forecast period. In recent times, tablets and smartphones have played an important role in the education and entertainment of children around the world. Although television is still a favorite pastime for children of all ages, smartphones, and tablets are increasingly becoming more significant. The interconnection between tablets and traditional toys and games has also increased. Several children are using these gadgets to play online games and interact with other players. These days even traditional games are integrated into mobile apps with added features. They can be played online by downloading more features and cartoons that support the game. For example, Invizimal action figures are the most popular toys that use integration technology. Another popular example is MyMonopoly, which is the mobile app for the board game Monopoly.

New interactive technologies such as NFC connections, holograms, augmented reality, and robotics are expected to be incorporated into traditional toys and games. The toys based on interactive technologies enable kids to be creative by allowing them to customize their own play experience. One such example includes the NAO robot from Aldebaran Robotics. Furthermore, sensory toys based on Autonomous Sensory Meridian Response (ASMR) platform allow kids to express their changing modes based on different lights. Such technology is expected to appear in scientific and educational toys as well. The Meccanoid build-it-yourself robot kit by Spin Master allows a user to create a Meccano-style robot and 'bring it to life.' Also, Lego Fusion enables children to build their toys using real Lego bricks and then use them to play through mobile apps.

Aldi Stores Ltd., Alibaba Group Holding Ltd., Amazon.com Inc., Hamleys of London Ltd., Kidding Around NYC, Nordstrom Inc, Overstock.com Inc, The BFL Group, The Walt Disney Co., Walmart Inc., etc., are some of the key players in the market. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.

Insights Presented in the Report

"Amongst product, activity & ride-on category to witness higher CAGR during the forecast period"

Based on product, the market is segmented into Activity and ride-on toys, Infant and pre-school toys, Plush toys, Games and puzzles, and Others. The activity and ride-on segment grabbed a considerable market share in 2020. Ride-On is wheeled device that allow children to sit and move around. It has become an integral part of consumer products as they are an essential source of entertainment for children. Today's parents buy different ride-on toys for their children to run and move through their homes and streets. Ride-On toys are easy-to-use and keep young people busy while developing muscles with pedaling and steering. It also helps in a child's movement development. These toys grow thinking skills such as decision-making and coordination among children.

"Amongst application, adults to hold a significant share in the market in 2020"

On the basis of application, the market is categorized into kids and adults. Among these, the adult's segment grabbed the major market share and dominated the market in 2020. The emergence of the 'kidult' section in the toys & games industry is contributing to the growing share of this segment. In the U.K., the adult and teen category now represents 27% of the total toy sales as of 2020, up by 16% since 2016, according to ToyNews Media. In 2020, with more time on their hands, kidults completed complex building set kits, played more games, and entertained themselves with puzzles

"Asia Pacific to hold a significant share in the market"

In 2020, Asia Pacific held a significant share of the global Online Toys and Games Retailing market. A continuous growth in population coupled with the surging per capita income of consumers is contributing to the growth of the market. According to the United Nations' "World Population Prospects 2019," Asia's population will increase from 4,326 million to 4,654 million by 2030, except in Western Asia. Because of these considerations, Asia Pacific is a promising future market for toy and game manufacturers. However, the North America region is expected to witness the highest CAGR during the forecast period

Reasons to buy this report:

The study includes market sizing and forecasting analysis validated by authenticated key industry experts.

The report presents a quick review of overall industry performance at one glance.

The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.

Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.

The study comprehensively covers the market across different segments.

Deep dive regional level analysis of the industry.

Customization Options:

The global Online Toys and Games Retailing market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Online Toys and Games Retailing Market
  • 2.2. Research Methodology of the Online Toys and Games Retailing Market
  • 2.3. Respondent Profile

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 IMPACT OF COVID-19 ON THE ONLINE TOYS AND GAMES RETAILING MARKET

6 ONLINE TOYS AND GAMES RETAILING MARKET REVENUE (USD BN), 2020-2028F

7 MARKET INSIGHTS BY PRODUCT

  • 7.1. Activity and ride-on toys
  • 7.2. Infant and pre-school toys
  • 7.3. Plush toys
  • 7.4. Games and puzzles
  • 7.5. Others

8 MARKET INSIGHTS BY APPLICATION

  • 8.1. Kids
  • 8.2. Adults

9 MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Italy
    • 9.2.5. Spain
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10 ONLINE TOYS AND GAMES RETAILING MARKET DYNAMICS

  • 10.1. Market Drivers
  • 10.2. Market Challenges
  • 10.3. Impact Analysis

11 ONLINE TOYS AND GAMES RETAILING MARKET OPPORTUNITIES

12 ONLINE TOYS AND GAMES RETAILING MARKET TRENDS

13 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 13.1. Demand Side Analysis
  • 13.2. Supply Side Analysis

14 VALUE CHAIN ANALYSIS

15 COMPETITIVE SCENARIO

  • 15.1. Competitive Landscape
    • 15.1.1. Porters Five Forces Analysis

16 COMPANY PROFILED

  • 16.1. Aldi Stores Ltd.
  • 16.2. Alibaba Group Holding Ltd.
  • 16.3. Amazon.com Inc.
  • 16.4. Hamleys of London Ltd.
  • 16.5. Kidding Around NYC
  • 16.6. Nordstrom Inc
  • 16.7. Overstock.com Inc
  • 16.8. The BFL Group
  • 16.9. The Walt Disney Co.,
  • 16.10. Walmart Inc

17 DISCLAIMER