시장보고서
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세계의 완구 및 게임 시장 : 제품 유형별, 연령층별, 유통 채널별, 지역별(2026-2032년)

Toys and Games Market By Product Type (Building and Construction Set, Infant and Preschool Toy, Games & Puzzles), Age Group (Up to 8 Years, 12-18 Years, 18+ Years), Distribution Channel (Online, Offline), & Region for 2026-2032

발행일: | 리서치사: Verified Market Research | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

완구 및 게임 시장 평가, 2026-2032년

이 업계에서는 스마트 인형, 증강현실(AR) 게임 등 하이테크를 접목한 장난감이 급증하고 있습니다. 이러한 기술 혁신은 전통적인 놀이와 디지털 경험을 결합하여 첨단 기술에 정통한 어린이와 부모의 관심을 끌고 있습니다. 이러한 기술 통합은 시장 규모의 성장을 가속하여 2024년에는 1,557억 5,000만 달러를 돌파하고 2032년에는 2,764억 3,000만 달러에 달할 것으로 예측됩니다.

장난감 기업들은 인플루언서와 타겟 광고를 통해 자사 제품을 홍보하기 위해 소셜 미디어 플랫폼을 점점 더 많이 활용하고 있습니다. 이 전략은 브랜드 인지도를 높이고, 신제품 출시를 기다리게 하고, 판매를 촉진하는 데 도움이 됩니다. 따라서 소셜 미디어의 영향력으로 인해 2026년부터 2032년까지 7.45%의 연평균 복합 성장률(CAGR)을 보일 것으로 예측됩니다.

완구/게임 시장 정의/개요

장난감 및 게임은 사용자를 즐겁게 하고, 교육하고, 참여시키기 위해 고안된 다양한 제품의 집합체로, 주로 어린이를 대상으로 하지만 성인에게도 매력적입니다. 이러한 제품에는 보드게임, 액션 피규어, 인형, 퍼즐과 같은 물리적 제품부터 디지털 형식이나 물리적 요소와 가상 요소를 결합한 하이브리드 제품까지 다양합니다. 이들은 레크리에이션 도구로 작용하여 재미를 제공하고, 혼자 놀든 가족 활동이든 사회적 상호 작용을 촉진합니다.

많은 장난감과 게임은 오락뿐만 아니라 교육적인 목적도 염두에 두고 만들어집니다. 아이들의 인지 능력, 운동 능력, 창의력, 문제 해결 능력의 발달을 돕는 것을 목표로 합니다. 예를 들어, 블록, STEM 키트, 교육용 보드게임, 놀이를 통해 학습을 촉진하는 인터랙티브 전자 장난감 등이 있습니다.

앞으로 장난감과 게임의 미래는 기술 발전의 영향을 점점 더 많이 받을 것으로 예측됩니다. 증강현실(AR), 가상현실(VR), 인공지능(AI), 인터넷 연결의 통합은 인터랙티브한 게임 플레이를 강화하고, 개인화된 학습 경험을 제공하며, 몰입감 있는 스토리텔링을 제공할 것으로 보입니다. 이러한 혁신은 장난감 및 게임 산업을 변화시키고, 놀이를 그 어느 때보다 더 매력적이고 교육적인 것으로 만들 것으로 보입니다.

교육용 완구의 인기 상승과 친환경 장난감에 대한 선호도 증가로 완구 및 게임 시장의 성장이 급성장할 것인가?

놀이를 통해 인지 발달과 학습을 촉진하는 교육용 장난감에 대한 수요가 증가하고 있습니다. 부모들은 자녀의 지적 성장에 도전하고 자극을 주는 장난감을 원하고 있습니다. 비디오 게임 분야는 콘솔, 조이스틱, 모바일 게임 등 시장이 확대되고 번영을 거듭하고 있습니다. 이 분야는 다양한 연령층과 관심사를 충족시키며 게이머들에게 오락과 휴식을 제공합니다. 플라스틱 장난감과 관련된 건강 및 안전에 대한 우려로 인해 지속가능한 재료로 만든 친환경 장난감에 대한 선호도가 높아지고 있습니다. 이에 따라 기업들은 친환경 제품을 생산하고 유럽의 장난감 안전 지침(TSD, Directive 2009/48/E.C.)과 같은 규제에 대응하고 있습니다. 이 지침은 완구가 엄격한 안전 기준을 충족하도록 의무화하고 있으며, 친환경적인 선택의 폭을 넓혀가고 있습니다.

E.C. 적합성 선언서 작성과 같은 안전 규정을 준수해야 할 필요성이 제조업체들이 보다 안전하고 친환경적인 제품을 생산하도록 유도하고 있습니다. 많은 소규모 스타트업들도 BPA와 프탈레이트가 없는 장난감에 초점을 맞추고 있으며, 이는 친환경적인 선택으로의 큰 변화를 반영하고 있습니다. 지속가능한 장난감에 대한 수요 증가에 대응하기 위해 각 업체들은 시장 진입을 확대하고 있습니다. 미국, 영국 등에서는 80% 이상의 부모들이 친환경 장난감을 선호하고 있으며, 기업들은 새로운 지역 시장을 개척하여 이러한 소비자층 확대에 대응하고자 노력하고 있습니다.

위조 문제는 장난감 및 게임 시장의 성장을 어떻게 저해할까요?

장난감은 모조품의 표적이 되기 쉬우며, 대부분 온라인에서 판매되고 있습니다. 예를 들어, 2018년 미국 정부의 검사에서 제3자 온라인 판매업체에서 주문한 47개의 장난감 중 20개가 위조품이었고, 전자상거래 플랫폼은 진입장벽이 낮기 때문에 검증되지 않은 상품의 판매를 촉진하고 있습니다. 철저한 심사가 이루어지지 않고 모조품 공급업체의 신고가 늦어지는 것도 이 문제를 더욱 악화시키고 있습니다. 유럽에서는 장난감이 담배 다음으로 많이 압수되고 있으며, 전체 세관 압수품의 14%를 차지하고 있습니다. 장난감 위조품의 대부분은 아시아, 특히 중국이 원산지로, 아마존이나 이베이와 같은 대형 온라인 플랫폼에서 판매되고 있습니다. 납 페인트, 발암성 플라스틱 등 유해한 재료로 만들어진 위조품은 어린이에게 위험을 초래하고, 브랜드의 품위를 손상시키며, 시장 성장에 영향을 미칩니다.

경기침체는 재량지출 감소로 이어져 부모들이 장난감과 같은 비필수품 구매를 자제하게 됩니다. 이러한 개인 소비의 감소는 전체 시장 성장에 큰 영향을 미칠 수 있으며, 코로나19 사태와 같은 사건은 세계 공급망의 취약성을 드러냈습니다. 생산 중단이나 배송 지연은 제품 품절로 이어져 시장의 안정을 저해할 수 있습니다. 인기 캐릭터나 프랜차이즈에 기반한 장난감은 많은 라이선스 비용을 지불해야 하는 경우가 많습니다. 이러한 비용은 제조업체의 이윤을 압박하고 라이선스 제품의 가용성과 유형을 제한하여 시장 역학에 영향을 미칠 수 있습니다.

목차

제1장 세계의 완구 및 게임 시장 서론

  • 시장 개요
  • 조사 범위
  • 전제조건

제2장 주요 요약

제3장 VERIFIED MARKET RESEARCH의 조사 방법

  • 데이터 마이닝
  • 밸리데이션
  • 1차 자료
  • 데이터 소스 리스트

제4장 세계의 완구 및 게임 시장 전망

  • 개요
  • 시장 역학
    • 성장 촉진요인
    • 성장 억제요인
    • 기회
  • Porter's Five Forces 모델
  • 밸류체인 분석

제5장 세계의 완구 및 게임 시장 : 제품 유형별

  • 개요
  • 인형
  • 아웃도어 및 스포츠 완구
  • 건축 및 건설 세트
  • 유아 및 취학전 완구
  • 게임 및 퍼즐
  • 기타

제6장 세계의 완구 및 게임 시장 : 연령층별

  • 개요
  • 0-3세
  • 3-5세
  • 5-12세
  • 12-18세
  • 18세 이상

제7장 세계의 완구 및 게임 시장 : 유통 채널별

  • 개요
  • 온라인
  • 오프라인

제8장 세계의 완구 및 게임 시장 : 지역별

  • 개요
  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 독일
    • 영국
    • 프랑스
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 일본
    • 인도
    • 기타 아시아태평양
  • 세계 기타 지역
    • 라틴아메리카
    • 중동 및 아프리카

제9장 세계의 완구 및 게임 시장 경쟁 구도

  • 개요
  • 기업의 시장 순위
  • 주요 발전 전략

제10장 기업 개요

  • BANDAI NAMCO Entertainment Europe S.A.S
  • LEGO System A/S
  • Hasbro
  • Mattel
  • JAKKS Pacific Inc.
  • Sony Interactive Entertainment Inc.
  • Nintendo
  • Microsoft
  • NetEase Inc.
  • Sanrio Company Ltd.

제11장 주요 발전

  • 제품 출시 및 개발
  • 인수합병(M&A)
  • 사업 확대
  • 파트너십과 제휴

제12장 부록

  • 관련 조사
LSH 25.06.12

Toys and Games Market Valuation - 2026-2032

The industry is experiencing a surge in tech-infused toys, such as smart dolls and augmented reality games. These innovations blend traditional play with digital experiences, capturing the interest of tech-savvy children and parents. Thus, the technological integration surges the growth of market size surpassing USD 155.75 Billion in 2024 to reach the valuation of USD 276.43 Billion by 2032.

Toy companies are increasingly using social media platforms to promote their products through influencers and targeted advertising. This strategy generates brand awareness and excitement around new releases, boosting sales. Thus, the social media influence enables the market to grow at a CAGR of 7.45% from 2026 to 2032.

Toys and Games Market: Definition/ Overview

Toys and games represent a diverse array of products designed to entertain, educate, and engage users, primarily targeting children but also appealing to adults. These items encompass physical objects such as board games, action figures, dolls, and puzzles, as well as digital formats and hybrids that combine both physical and virtual elements. They serve as tools for recreation, offering enjoyment and fostering social interaction, whether through solo play or family activities.

In addition to providing entertainment, many toys and games are crafted with educational objectives in mind. They aim to support the development of cognitive and motor skills, creativity, and problem-solving abilities in children. Examples include building blocks, STEM kits, educational board games, and interactive electronic toys that promote learning through play.

Looking ahead, the future of toys and games is expected to be increasingly influenced by technological advancements. Integration of augmented reality (AR), virtual reality (VR), artificial intelligence (AI), and internet connectivity will likely enhance interactive gameplay, offer personalized learning experiences, and provide immersive storytelling. These innovations are set to transform the toy and game industry, making play more engaging and educational than ever before.

How the Increasing Popularity of Educational Toys and Growing Preference for Green Toys Surge the Growth of Toys and Games Market?

The growing demand for educational toys that promote cognitive development and learning through play. Parents are seeking toys that challenge and stimulate their children's intellectual growth. The video game segment continues to thrive, with expanding markets for consoles, joysticks, and mobile games. This sector caters to various age groups and interests, offering entertainment and relaxation for gamers. The rising preference for green toys made from sustainable materials is due to health and safety concerns related to plastic toys. In response, companies are producing eco-friendly products and complying with regulations such as the Toy Safety Directive (TSD; Directive 2009/48/E.C.) in Europe. This directive mandates that toys meet strict safety standards, leading to an increase in environmentally friendly options.

The necessity to adhere to safety regulations, including the creation of an E.C. declaration of conformity, drives manufacturers to produce safer and greener products. Many small start-ups are also focusing on BPA- and phthalate-free toys, reflecting a significant shift towards eco-friendly options. To meet the increasing demand for sustainable toys, companies are expanding their market reach. More than 80% of parents in countries like the U.S. and the U.K. prefer eco-friendly toys, prompting businesses to explore new geographic markets and cater to this growing consumer base.

How the Counterfeiting Issues Impedes the Growth of Toys and Games Market?

Toys are a frequent target for counterfeiting, with the majority of fake goods sold online. For instance, a 2018 U.S. government test revealed that 20 out of 47 toys ordered from third-party online sellers were counterfeit. E-commerce platforms, with their minimal barriers to entry, facilitate the sale of unverified products. The lack of thorough screening and delayed reporting of counterfeit vendors exacerbates this issue. In Europe, toys are the second most seized counterfeit goods after cigarettes, making up 14% of all customs seizures. Most counterfeit toys originate from Asia, particularly China, and are sold on major online platforms like Amazon and eBay. These fake products, often made with harmful materials such as lead paint and carcinogenic plastics, pose risks to children and undermine brand integrity, impacting market growth.

Economic downturns can lead to reduced discretionary spending, causing parents to cut back on non-essential items like toys. This decrease in consumer spending can significantly affect the overall market growth. Events such as the COVID-19 pandemic have exposed the vulnerability of global supply chains. Manufacturing shutdowns and shipping delays can lead to product shortages and disrupt market stability. Toys based on popular characters or franchises often require substantial licensing fees. These costs squeeze profit margins for manufacturers and limit the availability and variety of licensed products, affecting market dynamics.

Category-Wise Acumens

How the Innovative and Distinctive Products Surge the Growth of Games & Puzzles Segment?

The games & puzzles segment has emerged as a dominant segment in the toys and games market, driven by the introduction of innovative and distinctive products that capture consumer interest and enhance market appeal. For instance, the trend is the release of the 'The Mandalorian' playing cards by Theory11 and Star Wars in January 2021. This premium deck stands out with its exclusive illustrations of iconic characters from the show, including Mando, Baby Yoda, IG-11, Moff Gideon, and Cara Dune, featured prominently on the Aces, Jokers, and court cards.

The packaging of these playing cards exemplifies the segment's emphasis on high-quality, unique design. Encased in Beskar silver foil and space black, with striking red foil accents, the box showcases a sculpted 3D embossed Mandalorian helmet, setting it apart from conventional designs. The attention to detail extends to the production process, with hand-drawn illustrations printed on FSC-certified paper sourced from sustainable forests. The use of vegetable-based inks and starch-based laminates further underscores the commitment to eco-friendly practices. Such innovative products not only cater to the growing consumer demand for premium and aesthetically appealing games and puzzles but also highlight the segment's role in driving market growth. The focus on quality, unique design elements, and sustainable materials is redefining consumer expectations and establishing the games & puzzles segment as a leading player in the toys and games market.

How the Broad Availability and Convenience of In-person Shopping Accelerates the Growth of Offline Segment?

The offline segment holds a dominant segment in the toys and games market, bolstered by the extensive reach and accessibility of various retail outlets. This segment encompasses a wide range of retail formats, including department stores, chain stores, supermarkets, discount retailers, warehouse retailers, franchises, malls, shopping centers, mom-and-pop stores, dollar stores, and convenience retailers. Their broad availability and the convenience of in-person shopping make these stores highly popular destinations for purchasing toys and games.

In the U.S., many supermarkets and hypermarkets operate until midnight, thanks to favorable government regulations. These extended operating hours enhance product visibility and accessibility, further boosting toy and game sales through these channels. The presence of innovative educational games in these retail environments also contributes to increased consumer interest and purchases. The Offline segment benefits from growing infrastructure related to specialty toy stores and brand stores, which supports its significant market share.

Country/Region-wise Acumens

How the Increasing E-commerce Growth and Rising Disposable Incomes Foster the Growth of Toys and Games Market in Asia Pacific?

The Asia-Pacific region is emerging as a dominant region in the toys and games market, driven by rising disposable incomes, rapid urbanization, and a growing middle class in developing economies like China and India. As household incomes increase, so does consumer spending on toys and educational products for children, further fueling market growth. Urbanization across the region is expanding the middle class, leading to higher disposable incomes that are increasingly being spent on recreational and educational toys. In addition to rising consumer spending, the growth of domestic toy manufacturers catering to local markets with competitively priced products is strengthening the region's market presence. The rise of e-commerce platforms in Asia-Pacific also plays a significant role, offering consumers easier access to a wider variety of toys and games, further expanding market opportunities.

According to the U.N.'s "World Population Prospects 2019" report, Asia's population, excluding Western Asia, is expected to grow from 4.326 billion to 4.654 billion by 2030. This population growth, coupled with increasing consumer demand, makes the Asia-Pacific region a lucrative market for toy and game manufacturers in the years to come. The region has also seen innovation in traditional gaming formats, such as playing cards, with the integration of augmented reality and interactive technology. For instance, Sony's "Project Field" platform, set to release in Japan, uses Bluetooth and NFC technology to transform physical cards into digital experiences, enhancing how children play and learn. These innovations, along with strong market fundamentals, position the Asia-Pacific as a leader in the global Toys and Games Market.

How the High-Quality, Durable, and Innovative Toys Foster the Growth of the Toys and Games Market in North America?

North America is expected to experience rapid growth in the toys and games market, driven by consumers' willingness to pay a premium for high-quality, durable, and innovative toys. This preference for well-crafted, educational toys and tech-integrated experiences is fueling market demand, particularly as parents increasingly seek out products that offer developmental benefits for their children. The region's children are also heavily influenced by popular media franchises, with licensed toys based on movies, TV shows, and video games continuing to be a major sales driver. As new films and games are released, the demand for corresponding toys surges, further boosting the market.

E-commerce platforms like Amazon and specialized online toy stores are playing a significant role in this growth by providing easy access to a wide selection of toys. The convenience of online shopping, combined with product variety, has helped increase overall market penetration. Moreover, stay-at-home orders during the COVID-19 pandemic amplified demand for family-oriented products, such as educational toys, creative crafts, traditional board games, and innovative games that the entire family can enjoy together. Teenagers also contributed to this growth by spending more time bonding with family and friends over social media and gaming platforms, such as Xbox, and innovative board games available through apps like Facebook Gaming.

Competitive Landscape

The competitive landscape of the Toys and Games Market is dynamic and constantly evolving. Manufacturers must stay ahead of industry trends, invest in innovation, and focus on quality and safety to remain competitive.

The organizations are focusing on innovating their product line to serve the vast population in diverse regions. Some of the prominent players operating in the toys and games market include:

  • BANDAI NAMCO Entertainment Europe S.A.S
  • LEGO System A/S
  • Hasbro
  • Mattel
  • JAKKS Pacific, Inc.
  • Sony Interactive Entertainment, Inc.
  • Nintendo
  • Microsoft
  • NetEase, Inc.
  • Sanrio Company, Ltd.

Latest Developments:

  • In September 2020, Moonbug Entertainment teamed with Jazwares Company, a subsidiary of Alleghany Capital Corporation, to create a children's toy line based on the musical and 3D animated video series CoComelon. This is likely to greatly increase demand for the company's gaming gadgets.
  • In November 2020. Luki Lab, a Strottman International subsidiary, announced the launch of two innovative toys called Gojo Adventure and Pixies.

Toys and Games Market, By Category

  • Product Type:
  • Dolls
  • Outdoor and Sports Toy
  • Building and Construction Set
  • Infant and Preschool Toy
  • Games & Puzzles
  • Age Group:
  • Up to 8 Years

5-12 Years

12-18 Years

18+ Years

  • Distribution Channel:
  • Online
  • Offline
  • Region:
  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION OF GLOBAL TOYS AND GAMES MARKET

  • 1.1 Overview of the Market
  • 1.2 Scope of Report
  • 1.3 Assumptions

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 3.1 Data Mining
  • 3.2 Validation
  • 3.3 Primary Interviews
  • 3.4 List of Data Sources

4 GLOBAL TOYS AND GAMES MARKET OUTLOOK

  • 4.1 Overview
  • 4.2 Market Dynamics
    • 4.2.1 Drivers
    • 4.2.2 Restraints
    • 4.2.3 Opportunities
  • 4.3 Porters Five Force Model
  • 4.4 Value Chain Analysis

5 GLOBAL TOYS AND GAMES MARKET, BY PRODUCT TYPE

  • 5.1 Overview
  • 5.2 Dolls
  • 5.3 Outdoor and Sports Toy
  • 5.4 Building and Construction Set
  • 5.5 Infant and Preschool Toy
  • 5.6 Games & Puzzles
  • 5.7 Others

6 GLOBAL TOYS AND GAMES MARKET, BY AGE GROUP

  • 6.1 Overview
  • 6.2 0-3 Years
  • 6.3 3-5 Years
  • 6.4 5-12 Years
  • 6.5 12-18 Years
  • 6.6 18+ Years

7 GLOBAL TOYS AND GAMES MARKET, BY DISTRIBUTION CHANNEL

  • 7.1 Overview
  • 7.2 Online
  • 7.3 Offline

8 GLOBAL TOYS AND GAMES MARKET, BY GEOGRAPHY

  • 8.1 Overview
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 U.K.
    • 8.3.3 France
    • 8.3.4 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 India
    • 8.4.4 Rest of Asia Pacific
  • 8.5 Rest of the World
    • 8.5.1 Latin America
    • 8.5.2 Middle East and Africa

9 GLOBAL TOYS AND GAMES MARKET COMPETITIVE LANDSCAPE

  • 9.1 Overview
  • 9.2 Company Market Ranking
  • 9.3 Key Development Strategies

10 COMPANY PROFILES

  • 10.1 BANDAI NAMCO Entertainment Europe S.A.S
    • 10.1.1 Overview
    • 10.1.2 Financial Performance
    • 10.1.3 Product Outlook
    • 10.1.4 Key Developments
  • 10.2 LEGO System A/S
    • 10.2.1 Overview
    • 10.2.2 Financial Performance
    • 10.2.3 Product Outlook
    • 10.2.4 Key Developments
  • 10.3 Hasbro
    • 10.3.1 Overview
    • 10.3.2 Financial Performance
    • 10.3.3 Product Outlook
    • 10.3.4 Key Developments
  • 10.4 Mattel
    • 10.4.1 Overview
    • 10.4.2 Financial Performance
    • 10.4.3 Product Outlook
    • 10.4.4 Key Developments
  • 10.5 JAKKS Pacific Inc.
    • 10.5.1 Overview
    • 10.5.2 Financial Performance
    • 10.5.3 Product Outlook
    • 10.5.4 Key Developments
  • 10.6 Sony Interactive Entertainment Inc.
    • 10.6.1 Overview
    • 10.6.2 Financial Performance
    • 10.6.3 Product Outlook
    • 10.6.4 Key Developments
  • 10.7 Nintendo
    • 10.7.1 Overview
    • 10.7.2 Financial Performance
    • 10.7.3 Product Outlook
    • 10.7.4 Key Developments
  • 10.8 Microsoft
    • 10.8.1 Overview
    • 10.8.2 Financial Performance
    • 10.8.3 Product Outlook
    • 10.8.4 Key Developments
  • 10.9 NetEase Inc.
    • 10.9.1 Overview
    • 10.9.2 Financial Performance
    • 10.9.3 Product Outlook
    • 10.9.4 Key Developments
  • 10.10 Sanrio Company Ltd.
    • 10.10.1 Overview
    • 10.10.2 Financial Performance
    • 10.10.3 Product Outlook
    • 10.10.4 Key Developments

11 KEY DEVELOPMENTS

  • 11.1 Product Launches/Developments
  • 11.2 Mergers and Acquisitions
  • 11.3 Business Expansions
  • 11.4 Partnerships and Collaborations

12 Appendix

  • 12.1 Related Research
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