Electronic Toys & Games Market by Product (Electronic Building Blocks, Electronic Pets, Gaming Consoles), Type (Owned, Rented), Age Group, Distribution Channel, Usage - Global Forecast 2024-2030

Electronic Toys & Games Market by Product (Electronic Building Blocks, Electronic Pets, Gaming Consoles), Type (Owned, Rented), Age Group, Distribution Channel, Usage - Global Forecast 2024-2030


The Electronic Toys & Games Market size was estimated at USD 50.39 billion in 2023 and expected to reach USD 53.67 billion in 2024, at a CAGR 6.68% to reach USD 79.25 billion by 2030.

Electronic toys and games refer to products designed for play that incorporate electronic technology. These include toys and games that operate on battery power or through an electrical connection and feature interactive components such as lights, sounds, or digital functions. Examples encompass a wide range of products, from educational handheld devices that assist in learning through play to remote-controlled vehicles and video games that connect to a screen and provide digital entertainment. These toys and games are intended to enhance user engagement by providing sensory feedback and interactive experiences that traditional non-electronic toys cannot offer. The electronic toys and games market is witnessing substantial growth driven by rising global disposable incomes and a growing awareness of the educational potential of these gadgets. However, challenges such as high costs and cybersecurity risks associated with these technologies pose significant barriers to market growth. To navigate these challenges and propel market growth, opportunities lie in developing cost-effective electronic toys and game models, enhancing data security, crafting eco-friendly designs, forming educational partnerships for tailored content, and designing inclusive products that cater to children with disabilities. Embracing these innovations and solutions is expected to address the existing limitations and broaden the market reach, making these intelligent and interactive toys more accessible and appealing across various global markets.

Regional Insights

The electronic toys and games market exhibits robust growth and innovation across the globe, with distinctive trends and preferences observed in different regions. In the Americas, a strong emphasis on incorporating cutting-edge technologies, including AR and VR, into games, alongside a significant inclination toward educational toys. European countries are stringent in their safety and data protection regulations, emphasizing secured electronic toys and games. The Middle Eastern market is burgeoning with tech-savvy educational games, particularly those enhancing English language and STEM skills. Although the African market is nascent, a growing middle class indicates potential for expansion, primarily through community-driven educational electronic offerings. The Asia-Pacific region is marked by significant activities, with China at the forefront of manufacturing and innovation, heavily backed by government initiatives promoting technological education. Japan differentiates itself through high-tech games and toys centered around popular culture and animation, whereas India's rapidly growing market is fueled by increasing digital access, affordability, and localized content.

Market Insights

Market Dynamics

The market dynamics represent an ever-changing landscape of the Electronic Toys & Games Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.

Market Drivers

Increasing consumer standard of living and household spending
Growing availability of products on online channels across economies

Market Restraints

High price point compared to alternatives and substitutes

Market Opportunities

Advancements in integrated AI technologies for enhanced gaming experience
Increase in collaborative ventures between tech companies and toy manufacturers

Market Challenges

Complexities in product development and manufacturing

Market Segmentation Analysis

Product: Emerging applications and significance of virtual reality & augmented reality toys
Distribution Channel: Growing popularity of online sales channels owing to user convenience

Market Disruption Analysis

Porter’s Five Forces Analysis
Value Chain & Critical Path Analysis
Pricing Analysis
Technology Analysis
Patent Analysis
Trade Analysis
Regulatory Framework Analysis

FPNV Positioning Matrix

The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Electronic Toys & Games Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Electronic Toys & Games Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Recent Developments

Strategic Expansion into Digital Gaming with Partnership between Mattel and Outright Games

Mattel, Inc. has announced a strategic multi-year partnership with Outright Games to expand its presence in the digital gaming sphere and to launch three new games across all consoles and PC, namely Matchbox Driving Adventures, Monster High: Skulltimate Secrets, and Barbie Project Friendship. These games, scheduled for release by year-end, epitomize Mattel’s commitment to leveraging its iconic brands to enhance digital engagement globally.

Launch of Hasbro’s Interactive Peppa Pig Toys to Enhance Child Engagement through Innovative Play

Hasbro has expanded its product line by introducing the Peppa Pig Peppa’s Muddy Puddles Party Interactive Doll. This innovative 12-inch doll is designed to enhance interactive play by offering over 55 sounds, phrases, and reactions across two distinct modes. In Muddy Puddles game mode, the doll simulates splashing in puddles and sings songs, while the party mode activates when the flower on Peppa’s dress is pressed.

Market Expansion of Just Play’s FurReal Interactive Pets

Just Play has launched its new FurReal line of interactive pets across major UK retailers, licensed by Hasbro. This diverse range reflects the evolving interests in pet and nurture play, incorporating Newborns, Wag-a-lots, Walk-a-lots, and My Minis, each tailored to different user interactions. The Newborns offer a nurturing experience where children engage in caring activities such as brushing and feeding. In contrast, Wag-a-lots and Walk-a-lots provide a more dynamic play with features, including detachable leads and life-like animal sounds for a simulated walk experience. The FurReal My Minis series introduces palm-sized pets with interactive capabilities, which are ideal for portable entertainment.

Strategy Analysis & Recommendation

The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Electronic Toys & Games Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

Key Company Profiles

The report delves into recent significant developments in the Electronic Toys & Games Market, highlighting leading vendors and their innovative profiles. These include Arcade1Up, Buffalo Games, Educational Insights, Epic Games, Hamleys by Reliance Brands Limited, Hasbro, Just Play, LLC, Learning Resources Inc., LEGO Group, Mattel, Inc., Microsoft Corporation, Nexon Co., Ltd., Nintendo Co., Ltd., Sony Group Corporation, Tamagotchi by Bandai Namco Entertainment Inc., Toyshine by Sunshine Gifts and Stationers, Valve Corporation, Webby Toys, WembleyToys, and WowWee Group Limited.

Market Segmentation & Coverage

This research report categorizes the Electronic Toys & Games Market to forecast the revenues and analyze trends in each of the following sub-markets:

Product
Electronic Building Blocks
Electronic Pets
Gaming Consoles
Handheld Game Consoles
Handheld Games
Interactive Dolls & Action Figures
Learning and Educational Toys
Music Toys
Remote Control Vehicles
Smart-Wearable Toys
Video Games
Virtual Reality & Augmented Reality Toys
Type
Owned
Rented
Age Group
15 years & Above
9 - 15 Years
Up to 8 Years
Distribution Channel
Convenience Stores
Electronic Specialty Stores
Online Retailers
Supermarkets & Hypermarkets
Usage
Commercial
Corporate Training
Gaming Centers
Schools & Colleges
Personal
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom

Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing consumer standard of living and household spending
5.1.1.2. Growing availability of products on online channels across economies
5.1.2. Restraints
5.1.2.1. High price point compared to alternatives and substitutes
5.1.3. Opportunities
5.1.3.1. Advancements in integrated AI technologies for enhanced gaming experience
5.1.3.2. Increase in collaborative ventures between tech companies and toy manufacturers
5.1.4. Challenges
5.1.4.1. Complexities in product development and manufacturing
5.2. Market Segmentation Analysis
5.2.1. Product: Emerging applications and significance of virtual reality & augmented reality toys
5.2.2. Distribution Channel: Growing popularity of online sales channels owing to user convenience
5.3. Market Disruption Analysis
5.4. Porter’s Five Forces Analysis
5.4.1. Threat of New Entrants
5.4.2. Threat of Substitutes
5.4.3. Bargaining Power of Customers
5.4.4. Bargaining Power of Suppliers
5.4.5. Industry Rivalry
5.5. Value Chain & Critical Path Analysis
5.6. Pricing Analysis
5.7. Technology Analysis
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Regulatory Framework Analysis
6. Electronic Toys & Games Market, by Product
6.1. Introduction
6.2. Electronic Building Blocks
6.3. Electronic Pets
6.4. Gaming Consoles
6.5. Handheld Game Consoles
6.6. Handheld Games
6.7. Interactive Dolls & Action Figures
6.8. Learning and Educational Toys
6.9. Music Toys
6.10. Remote Control Vehicles
6.11. Smart-Wearable Toys
6.12. Video Games
6.13. Virtual Reality & Augmented Reality Toys
7. Electronic Toys & Games Market, by Type
7.1. Introduction
7.2. Owned
7.3. Rented
8. Electronic Toys & Games Market, by Age Group
8.1. Introduction
8.2. 15 years & Above
8.3. 9 - 15 Years
8.4. Up to 8 Years
9. Electronic Toys & Games Market, by Distribution Channel
9.1. Introduction
9.2. Convenience Stores
9.3. Electronic Specialty Stores
9.4. Online Retailers
9.5. Supermarkets & Hypermarkets
10. Electronic Toys & Games Market, by Usage
10.1. Introduction
10.2. Commercial
10.3. Personal
11. Americas Electronic Toys & Games Market
11.1. Introduction
11.2. Argentina
11.3. Brazil
11.4. Canada
11.5. Mexico
11.6. United States
12. Asia-Pacific Electronic Toys & Games Market
12.1. Introduction
12.2. Australia
12.3. China
12.4. India
12.5. Indonesia
12.6. Japan
12.7. Malaysia
12.8. Philippines
12.9. Singapore
12.10. South Korea
12.11. Taiwan
12.12. Thailand
12.13. Vietnam
13. Europe, Middle East & Africa Electronic Toys & Games Market
13.1. Introduction
13.2. Denmark
13.3. Egypt
13.4. Finland
13.5. France
13.6. Germany
13.7. Israel
13.8. Italy
13.9. Netherlands
13.10. Nigeria
13.11. Norway
13.12. Poland
13.13. Qatar
13.14. Russia
13.15. Saudi Arabia
13.16. South Africa
13.17. Spain
13.18. Sweden
13.19. Switzerland
13.20. Turkey
13.21. United Arab Emirates
13.22. United Kingdom
14. Competitive Landscape
14.1. Market Share Analysis, 2023
14.2. FPNV Positioning Matrix, 2023
14.3. Competitive Scenario Analysis
14.3.1. Strategic Expansion into Digital Gaming with Partnership between Mattel and Outright Games
14.3.2. Launch of Hasbro’s Interactive Peppa Pig Toys to Enhance Child Engagement through Innovative Play
14.3.3. Market Expansion of Just Play’s FurReal Interactive Pets
14.4. Strategy Analysis & Recommendation
15. Competitive Portfolio
15.1. Key Company Profiles
15.2. Key Product Portfolio

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