Report overview
Educational toys and games make terrific?gifts for kids?of all ages, from infants to teens.
This report aims to provide a comprehensive presentation of the global market for Educational Toys and Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Educational Toys and Games. This report contains market size and forecasts of Educational Toys and Games in global, including the following market information:
Global Educational Toys and Games Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global Educational Toys and Games Market Sales, 2018-2023, 2024-2032, (K Units)
Global top five Educational Toys and Games companies in 2022 (%)
The global Educational Toys and Games market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is Forecast to Reach $ Million.
Activity Toys Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Educational Toys and Games include LEGO, Mattel, Hasbro, Bandai, TAKARA TOMY, MGA Entertainment, JAKKS Pacific, Gigotoys and Melissa & Doug, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Educational Toys and Games manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Educational Toys and Games Market, by Type, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Educational Toys and Games Market Segment Percentages, by Type, 2022 (%)
Activity Toys
Games and Puzzles
Construction Toys
Dolls and Accessories
Outdoor and Sports Toys
Other Types
Global Educational Toys and Games Market, by Application, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Educational Toys and Games Market Segment Percentages, by Application, 2022 (%)
Infant/Preschool Toys
Age 6-8
Age 9-11
Other
Global Educational Toys and Games Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Educational Toys and Games Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Educational Toys and Games revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Educational Toys and Games revenues share in global market, 2022 (%)
Key companies Educational Toys and Games sales in global market, 2018-2023 (Estimated), (K Units)
Key companies Educational Toys and Games sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
LEGO
Mattel
Hasbro
Bandai
TAKARA TOMY
MGA Entertainment
JAKKS Pacific
Gigotoys
Melissa & Doug
Simba-Dickie Group
Giochi Preziosi
PLAYMOBIL
Ravensburger
Vtech
Leapfrog
Spin Master
MindWare
Safari
BanBao
Guangdong Loongon
Goldlok Toys
Outline of Major Chapters:
Chapter 1: Introduces the definition of Educational Toys and Games, market overview.
Chapter 2: Global Educational Toys and Games market size in revenue and volume.
Chapter 3: Detailed analysis of Educational Toys and Games manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Educational Toys and Games in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Educational Toys and Games capacity by region & country.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.