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Toys and Games Market in Japan 2021

January 2022 | 17 pages | ID: T62A96A21FBEEN
StrategyHelix Inc

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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 Japan is set to increase by US$ 32 million during 2021-2027, growing at a CAGR of 0% 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 Japan 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 Japan has been segmented into traditional toys & games, electronic games. The traditional toys & games segment held the largest revenue share in 2020. By distribution channel, the toys and games market in Japan has been segmented into supermarkets & hypermarkets, specialty stores, online retailing, others. Among these, the online retailing segment was accounted for the highest revenue generator in 2020.

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. In Japan, the construction toys segment made up the largest share of the toys and games market. Furthermore, the electronic games market has been categorized into electronic games hardware, and electronic games software. The electronic games software segment was the largest contributor to the Japan toys and games market in 2020.

The Japan toys and games market is highly competitive. The report also includes the profiles of leading companies such as BANDAI NAMCO Holdings Inc., COLOPL Inc., CyberAgent Inc., GungHo Online Entertainment Inc., Konami Holdings Corporation, LEGO System A/S, Line Corporation, mixi Inc., Niantic Inc., Nintendo Co. Ltd., Sega Sammy Holdings Inc., Sony Corporation, Square Enix Holdings Co. Ltd., TOMY Company Ltd., Type-Moon.

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 Japan 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

BANDAI NAMCO Holdings Inc.
COLOPL Inc.
CyberAgent, Inc.
GungHo Online Entertainment, Inc.
Konami Holdings Corporation
LEGO System A/S
Line Corporation
mixi, Inc.
Niantic, Inc.
Nintendo Co., Ltd.
Sega Sammy Holdings Inc.
Sony Corporation
Square Enix Holdings Co., Ltd.
TOMY Company, Ltd.
Type-Moon
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