Toys and Games Market in Italy 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. The toys and games market in Italy is set to increase by US$ 1,091 million from 2021 to 2027, representing a compound annual growth rate (CAGR) of 3.8% 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 Italy toys and games market is segmented on the basis of product, and distribution channel. On the basis of product, the toys and games market in Italy 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 Italy 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 Italy.
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 Italy.
The Italy toys and games market is highly competitive. As of 2020, the major players in the Italy toys and games market were Activision Blizzard Inc., Electronic Arts Inc. (EA), LEGO System A/S, Mattel Inc., Microsoft Corporation, Nintendo Co. Ltd., Sony Corporation, Supercell Oy, Take-Two Interactive Software Inc., Tencent Holdings Ltd.
The report is an invaluable resource for companies and organizations active in this industry. It provides a cohesive picture of the toys and games market to help drive informed decision making for industry executives, policy makers, academic, and analysts.
Report Scope
Product: traditional toys & games, electronic games
Distribution channel: supermarkets & hypermarkets, specialty stores, online retailing, others
Years considered: this report covers the period 2017 to 2027
Key Benefits for Stakeholders
Get a comprehensive picture of the Italy 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 Italy toys and games market is segmented on the basis of product, and distribution channel. On the basis of product, the toys and games market in Italy 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 Italy 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 Italy.
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 Italy.
The Italy toys and games market is highly competitive. As of 2020, the major players in the Italy toys and games market were Activision Blizzard Inc., Electronic Arts Inc. (EA), LEGO System A/S, Mattel Inc., Microsoft Corporation, Nintendo Co. Ltd., Sony Corporation, Supercell Oy, Take-Two Interactive Software Inc., Tencent Holdings Ltd.
The report is an invaluable resource for companies and organizations active in this industry. It provides a cohesive picture of the toys and games market to help drive informed decision making for industry executives, policy makers, academic, and analysts.
Report Scope
Product: traditional toys & games, electronic games
Distribution channel: supermarkets & hypermarkets, specialty stores, online retailing, others
Years considered: this report covers the period 2017 to 2027
Key Benefits for Stakeholders
Get a comprehensive picture of the Italy 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. KEY COMPANIES
Activision Blizzard, Inc.
Electronic Arts Inc. (EA)
LEGO System A/S
Mattel, Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Sony Corporation
Supercell Oy
Take-Two Interactive Software, Inc.
Tencent Holdings 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. KEY COMPANIES
Activision Blizzard, Inc.
Electronic Arts Inc. (EA)
LEGO System A/S
Mattel, Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Sony Corporation
Supercell Oy
Take-Two Interactive Software, Inc.
Tencent Holdings Ltd.
About StrategyHelix
Disclaimer