Europe Connected Toys Market Size, Share & Industry Trends Analysis Report By Application, By Age Group, By Technology (Wi-Fi, Bluetooth), By Interfacing Device, By Distribution Channel, By Country and Growth Forecast, 2022 - 2028

Europe Connected Toys Market Size, Share & Industry Trends Analysis Report By Application, By Age Group, By Technology (Wi-Fi, Bluetooth), By Interfacing Device, By Distribution Channel, By Country and Growth Forecast, 2022 - 2028

The Europe Connected Toys Market would witness market growth of 19.2% CAGR during the forecast period (2022-2028).

IoT isn't a scary new world for kids today. They now recognize it as the truth. Tablets and cell phones are among the issues, but they're not the only ones. Any toy with cameras, GPS, microphones, internet connectivity, or that requests and keeps data should be handled with caution by parents. Simply put, double-check any item that can expose the children or their information to the public.

There are several advantages for kids using these digital toys and gadgets. Users can watch their child from anywhere due to baby monitors with built-in cameras, and GPS trackers can help parents locate misplaced children. Teddy the Guardian is a plaything that enables parents to quickly check their child's temperature due to a vital sign sensor.

Toys that encourage STEM, or science, technology, engineering, and math, are a good option for parents who wish to use their child's fascination with technology as a teaching tool. A talent that is occasionally cited as essential for high-paying employment in IT is coding. Even smart toothbrushes, like Grush, turn seemingly boring tasks into games.

People and governments in the nation are consistently expanding their investments in the growth of the educational sector. According to Eurostat, Sweden's public spending on education accounted for 7.1% of the nation's overall GDP in 2017. Denmark also spent 7.3% of the nation's GDP during the same period. Additionally, 2.7% of Romania's GDP was spent on the education industry. Moreover, variables like increased birth rates, reduced infant mortality rates, and an expanding middle class in the region will bring forth profitable prospects for regional market players.

The Germany market dominated the Europe Connected Toys Market by Country in 2021; thereby, achieving a market value of $1,543.3 million by 2028. The UK market is exhibiting a CAGR of 18.2% during (2022 - 2028). Additionally, The France market would showcase a CAGR of 20.1% during (2022 - 2028).

Based on Application, the market is segmented into Education, Entertainment, and Other Applications. Based on Age Group, the market is segmented into Teenagers (13-19 years), 9-12 years, 6-8 years, and 1- 5 years. Based on Technology, the market is segmented into Wi-Fi, Bluetooth, and Others. Based on Interfacing Device, the market is segmented into PC/Laptop and Smartphone/Tablet. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Hasbro, Inc., Mattel, Inc., LEGO Group (KIRKBI A/S), VTech Holdings Limited, ROYBI, Pillar Learning, Ubtech Robotics Corp. Ltd., PlayShifu, Sphero, Inc. and Mainbot SAS

Scope of the Study

Market Segments covered in the Report:

By Application

  • Education
  • Entertainment
  • Other Applications
By Age Group
  • Teenagers (13-19 years)
  • 9-12 years
  • 6-8 years
  • 1- 5 years
By Technology
  • Wi-Fi
  • Bluetooth
  • Others
By Interfacing Device
  • PC/Laptop
  • Smartphone/Tablet
By Distribution Channel
  • Offline
  • Online
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • Hasbro, Inc.
  • Mattel, Inc.
  • LEGO Group (KIRKBI A/S)
  • VTech Holdings Limited
  • ROYBI
  • Pillar Learning
  • Ubtech Robotics Corp. Ltd.
  • PlayShifu
  • Sphero, Inc.
  • Mainbot SAS
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Connected Toys Market, by Application
1.4.2 Europe Connected Toys Market, by Age Group
1.4.3 Europe Connected Toys Market, by Technology
1.4.4 Europe Connected Toys Market, by Interfacing Device
1.4.5 Europe Connected Toys Market, by Distribution Channel
1.4.6 Europe Connected Toys Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
Chapter 4. Europe Connected Toys Market by Application
4.1 Europe Education Market by Country
4.2 Europe Entertainment Market by Country
4.3 Europe Other Applications Market by Country
Chapter 5. Europe Connected Toys Market by Age Group
5.1 Europe Teenagers (13-19 years) Market by Country
5.2 Europe 9-12 years Market by Country
5.3 Europe 6-8 years Market by Country
5.4 Europe 1- 5 years Market by Country
Chapter 6. Europe Connected Toys Market by Technology
6.1 Europe Wi-Fi Market by Country
6.2 Europe Bluetooth Market by Country
6.3 Europe Others Market by Country
Chapter 7. Europe Connected Toys Market by Interfacing Device
7.1 Europe PC/Laptop Market by Country
7.2 Europe Smartphone/Tablet Market by Country
Chapter 8. Europe Connected Toys Market by Distribution Channel
8.1 Europe Offline Market by Country
8.2 Europe Online Market by Country
Chapter 9. Europe Connected Toys Market by Country
9.1 Germany Connected Toys Market
9.1.1 Germany Connected Toys Market by Application
9.1.2 Germany Connected Toys Market by Age Group
9.1.3 Germany Connected Toys Market by Technology
9.1.4 Germany Connected Toys Market by Interfacing Device
9.1.5 Germany Connected Toys Market by Distribution Channel
9.2 UK Connected Toys Market
9.2.1 UK Connected Toys Market by Application
9.2.2 UK Connected Toys Market by Age Group
9.2.3 UK Connected Toys Market by Technology
9.2.4 UK Connected Toys Market by Interfacing Device
9.2.5 UK Connected Toys Market by Distribution Channel
9.3 France Connected Toys Market
9.3.1 France Connected Toys Market by Application
9.3.2 France Connected Toys Market by Age Group
9.3.3 France Connected Toys Market by Technology
9.3.4 France Connected Toys Market by Interfacing Device
9.3.5 France Connected Toys Market by Distribution Channel
9.4 Russia Connected Toys Market
9.4.1 Russia Connected Toys Market by Application
9.4.2 Russia Connected Toys Market by Age Group
9.4.3 Russia Connected Toys Market by Technology
9.4.4 Russia Connected Toys Market by Interfacing Device
9.4.5 Russia Connected Toys Market by Distribution Channel
9.5 Spain Connected Toys Market
9.5.1 Spain Connected Toys Market by Application
9.5.2 Spain Connected Toys Market by Age Group
9.5.3 Spain Connected Toys Market by Technology
9.5.4 Spain Connected Toys Market by Interfacing Device
9.5.5 Spain Connected Toys Market by Distribution Channel
9.6 Italy Connected Toys Market
9.6.1 Italy Connected Toys Market by Application
9.6.2 Italy Connected Toys Market by Age Group
9.6.3 Italy Connected Toys Market by Technology
9.6.4 Italy Connected Toys Market by Interfacing Device
9.6.5 Italy Connected Toys Market by Distribution Channel
9.7 Rest of Europe Connected Toys Market
9.7.1 Rest of Europe Connected Toys Market by Application
9.7.2 Rest of Europe Connected Toys Market by Age Group
9.7.3 Rest of Europe Connected Toys Market by Technology
9.7.4 Rest of Europe Connected Toys Market by Interfacing Device
9.7.5 Rest of Europe Connected Toys Market by Distribution Channel
Chapter 10. Company Profiles
10.1 Hasbro, Inc.
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Recent strategies and developments:
10.1.4.1 Partnerships, Collaborations, and Agreements:
10.2 Mattel, Inc.
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expenses
10.2.5 Recent strategies and developments:
10.2.5.1 Partnerships, Collaborations, and Agreements:
10.3 LEGO Group (KIRKBI A/S)
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Research & Development Expenses
10.3.4 Recent strategies and developments:
10.3.4.1 Partnerships, Collaborations, and Agreements:
10.4 VTech Holdings Limited
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segmental and Regional Analysis
10.4.4 Research & Development Expenses
10.4.5 Recent strategies and developments:
10.4.5.1 Product Launches and Product Expansions:
10.5 ROYBI
10.5.1 Company Overview
10.5.2 Recent strategies and developments:
10.5.2.1 Partnerships, Collaborations, and Agreements:
10.5.2.2 Acquisition and Mergers:
10.6 Pillar Learning
10.6.1 Company Overview
10.6.2 Recent strategies and developments:
10.6.2.1 Product Launches and Product Expansions:
10.7 Ubtech Robotics Corp. Ltd.
10.7.1 Company Overview
10.7.2 Recent strategies and developments:
10.7.2.1 Product Launches and Product Expansions:
10.8 PlayShifu
10.8.1 Company Overview
10.8.2 Recent strategies and developments:
10.8.2.1 Partnerships, Collaborations, and Agreements:
10.9 Sphero, Inc.
10.9.1 Company Overview
10.9.2 Recent strategies and developments:
10.9.2.1 Acquisition and Mergers:
10.10. Mainbot SAS
10.10.1 Company Overview

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