Toys and Games Market in Asia Pacific 2021
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Toys and games are found throughout the world and date back to early times. Playing with toys can be an enjoyable means of training young children for life experiences. According to a report by StrategyHelix, the toys and games market in Asia Pacific is set to increase by US$ 68,353 million during 2021-2027, growing at a CAGR of 8.2% during the forecast period. Awareness of the cognitive and intellectual benefits of outdoor and sports toys, influence of technology in promoting video games, rising demand for scientific and educational toys, continuously rising personnel disposable income levels are expected to boost the market growth in the coming years.
The report provides up-to-date market size data for period 2017-2020 and forecast to 2027 covering key market aspects like sales value for toys and games. The Asia Pacific toys and games market is segmented on the basis of product, distribution channel, and country. On the basis of product, the toys and games market in Asia Pacific has been segmented into traditional toys & games, electronic games. Among these, the traditional toys & games segment was accounted for the highest revenue generator in 2020. By distribution channel, the toys and games market in Asia Pacific has been segmented into supermarkets & hypermarkets, specialty stores, online retailing, others. The online retailing segment is estimated to account for the largest share of the toys and games market in Asia Pacific. Geographically, the toys and games market in Asia Pacific is segmented into Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand.
The traditional toys & games market is further segmented into action figures & accessories, arts & crafts, baby & pre-school toys, construction toys, dolls & accessories, games & puzzles, outdoor & sports toys, vehicles & remote control, and others. The construction toys segment captured the largest share of the market in 2020 and is expected to maintain its dominance during the forecast period. Furthermore, the electronic games market has been categorized into electronic games hardware, and electronic games software. According to the research, the electronic games software segment had the largest share in the toys and games market in Asia Pacific.
The Asia Pacific toys and games market is highly competitive. The report also includes the profiles of leading companies such as Activision Blizzard Inc., BANDAI NAMCO Holdings Inc., Konami Holdings Corporation, LEGO System A/S, mixi Inc., NCSoft Corporation, NetEase Inc., Nexon Co. Ltd., Nintendo Co. Ltd., Smilegate Inc., Sony Corporation, Square Enix Holdings Co. Ltd., Tencent Holdings Ltd., TOMY Company Ltd.
Report Scope
Product: traditional toys & games, electronic games
Distribution channel: supermarkets & hypermarkets, specialty stores, online retailing, others
Country: Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand
Years considered: this report covers the period 2017 to 2027
Key Benefits for Stakeholders
Get a comprehensive picture of the Asia Pacific toys and games market
Identify regional strategies and strategic priorities on the basis of local data
Pinpoint growth sectors and trends for investment
The report provides up-to-date market size data for period 2017-2020 and forecast to 2027 covering key market aspects like sales value for toys and games. The Asia Pacific toys and games market is segmented on the basis of product, distribution channel, and country. On the basis of product, the toys and games market in Asia Pacific has been segmented into traditional toys & games, electronic games. Among these, the traditional toys & games segment was accounted for the highest revenue generator in 2020. By distribution channel, the toys and games market in Asia Pacific has been segmented into supermarkets & hypermarkets, specialty stores, online retailing, others. The online retailing segment is estimated to account for the largest share of the toys and games market in Asia Pacific. Geographically, the toys and games market in Asia Pacific is segmented into Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand.
The traditional toys & games market is further segmented into action figures & accessories, arts & crafts, baby & pre-school toys, construction toys, dolls & accessories, games & puzzles, outdoor & sports toys, vehicles & remote control, and others. The construction toys segment captured the largest share of the market in 2020 and is expected to maintain its dominance during the forecast period. Furthermore, the electronic games market has been categorized into electronic games hardware, and electronic games software. According to the research, the electronic games software segment had the largest share in the toys and games market in Asia Pacific.
The Asia Pacific toys and games market is highly competitive. The report also includes the profiles of leading companies such as Activision Blizzard Inc., BANDAI NAMCO Holdings Inc., Konami Holdings Corporation, LEGO System A/S, mixi Inc., NCSoft Corporation, NetEase Inc., Nexon Co. Ltd., Nintendo Co. Ltd., Smilegate Inc., Sony Corporation, Square Enix Holdings Co. Ltd., Tencent Holdings Ltd., TOMY Company Ltd.
Report Scope
Product: traditional toys & games, electronic games
Distribution channel: supermarkets & hypermarkets, specialty stores, online retailing, others
Country: Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand
Years considered: this report covers the period 2017 to 2027
Key Benefits for Stakeholders
Get a comprehensive picture of the Asia Pacific toys and games market
Identify regional strategies and strategic priorities on the basis of local data
Pinpoint growth sectors and trends for investment
PART 1. INTRODUCTION
Scope of the study
Study period
Geographical scope
Research methodology
PART 2. TOYS AND GAMES MARKET OVERVIEW
PART 3. MARKET BREAKDOWN BY PRODUCT
Traditional toys & games
Electronic games
PART 4. MARKET BREAKDOWN BY DISTRIBUTION CHANNEL
Supermarkets & hypermarkets
Specialty stores
Online retailing
Others
PART 5. MARKET BREAKDOWN BY COUNTRY
Australia
China
India
Japan
Philippines
Singapore
South Korea
Taiwan
Thailand
PART 6. KEY COMPANIES
Activision Blizzard, Inc.
BANDAI NAMCO Holdings Inc.
Konami Holdings Corporation
LEGO System A/S
mixi, Inc.
NCSoft Corporation
NetEase, Inc.
Nexon Co., Ltd.
Nintendo Co., Ltd.
Smilegate Inc.
Sony Corporation
Square Enix Holdings Co., Ltd.
Tencent Holdings Ltd.
TOMY Company, Ltd.
About StrategyHelix
Disclaimer
Scope of the study
Study period
Geographical scope
Research methodology
PART 2. TOYS AND GAMES MARKET OVERVIEW
PART 3. MARKET BREAKDOWN BY PRODUCT
Traditional toys & games
Electronic games
PART 4. MARKET BREAKDOWN BY DISTRIBUTION CHANNEL
Supermarkets & hypermarkets
Specialty stores
Online retailing
Others
PART 5. MARKET BREAKDOWN BY COUNTRY
Australia
China
India
Japan
Philippines
Singapore
South Korea
Taiwan
Thailand
PART 6. KEY COMPANIES
Activision Blizzard, Inc.
BANDAI NAMCO Holdings Inc.
Konami Holdings Corporation
LEGO System A/S
mixi, Inc.
NCSoft Corporation
NetEase, Inc.
Nexon Co., Ltd.
Nintendo Co., Ltd.
Smilegate Inc.
Sony Corporation
Square Enix Holdings Co., Ltd.
Tencent Holdings Ltd.
TOMY Company, Ltd.
About StrategyHelix
Disclaimer