The toy industry is at a critical juncture, with traditional toy sales projected to see a CAGR of just 1%. To thrive, companies must innovate by embracing digitalisation, experiential play, and new business models. These strategies will help capture new revenue streams, enhance consumer engagement, and ensure sustainable growth in a dynamic market.
The wearables market is poised to hit USD50 billion by 2029, driven by advancements in computing and entertainment functionalities. The wearables market is evolving beyond health and fitness, with computing and entertainment emerging as key growth drivers. This shift generates new use cases and revenue streams for companies, prompting innovation in new form factors like smart glasses and rings.
Sales of traditional toys are projected to see a low CAGR over the forecast period. Toy companies must embrace innovation and explore new business models and reimagine toys to grow their revenues streams.
Nostalgia has become a powerful force in consumer behaviour, particularly in the toys and games industry. A growing demographic of adults, often referred to as "kidults", are fuelling demand for retro and classic toys, reliving their childhood through products they once loved.
Gamification is set to significantly influence loyalty programmes in the Middle East, primarily due to the evolving demographics and spending habits of Generation Z (Gen Z), who favour experiences over material possessions.
In the ever-evolving landscape of entertainment, a notable trend has emerged: the convergence of toys and video games with the cinematic world. This blog post unpacks the journey of toys and games from their traditional platforms to the celluloid world, exploring the financial boons, emotional connections, and the challenges faced. As we stand at the cusp of this entertainment renaissance, "From Playrooms to Silver Screens" offers a comprehensive look into the future of this intriguing intersection.
In Western Europe, high inflation is having a negative impact on sales of toys and games, with a similar situation prevailing in Asia Pacific, notably Japan, as rising prices in many areas of the economy are putting pressure on consumers’ disposable incomes. Despite this negative influence, Western Europe saw sales growth increase in 2022. In contrast, sales declined in Asia Pacific, due to losses in the region's highest value markets, China and Japan.
Despite a weak economic outlook for China over the forecast period, growth of traditional toys and games is poised to remain robust, driven by emerging consumer trends, policy initiatives, product innovations and channel restructuring.
The pandemic has impacted the traditional toys industry unfavourably in Southeast Asia, except for Singapore. This is a striking difference from other regions where a prolonged stay at home period and travel restrictions have is due mainly to economic strain which stopped consumers from purchasing non-essential goods, and the exponential rise of free-to-play video games. Despite the challenging environment, the toy industry in the region remains afloat and can look forward to the future, because of ‘kidults’.
Paperworld Middle East brings together world-renowned brands and regional players for an exciting three-day showcase, providing the ideal space to network, share ideas, source new products and discover new solutions that are sustainable, promote efficiency & productivity, and are cost effective.
Overall retail sales of video games increased by 14% in 2021, while sales of games published by Sony Corporation increased by 43%. One of the drivers behind Sony's plan to further expand its gaming empire is the increased demand for video games, brought about by COVID-19 and the launch of the PlayStation 5 console in late 2020.
There is growing environmental concern amongst consumers, with rising expectations that companies should do more to mitigate the effects their products have on the environment. Toy manufacturers are looking for opportunities to offer their products in ways that ease eco-anxiety and address the realities of a changing world.
Sales of toys and games enjoyed a strong revival in 2020 and 2021, as most of the world was embroiled in COVID-19 lockdowns. As consumers were mainly home-bound, with nowhere to go, there was stronger demand for both video games and traditional toys and games.
Adults buying toys for themselves is giving a much-needed boost to companies in the toys and games industry as the number of children declines. Toy companies are now launching products that are designed exclusively for these kidults.
This article explores esports as a partnership and investment opportunity as it continues to flourish across key markets. Increased levels of casual gaming along with growing interest in the professional dimension of esports continues to create sponsorship opportunities with brands across an ever-expanding spectrum of sectors and industries.
Este artigo foi originalmente publicado em Meio & Mensagem. Quando a pandemia do COVID-19 colocou o Brasil em isolamento social, muitos acreditavam que seria só por algumas semanas e, em breve, tudo voltaria ao normal. Mal sabíamos que 2020…
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Indonesia’s video games industry is expected to double through 2024 to reach USD2.5 billion. In 2019, Indonesia recorded the 4th largest video games revenue in Asia after China, Japan, and South Korea, leading in South East Asia by quite a…