What is Traditional Toys and Games Market?
Traditional toys are generally wooden, non-electronic, and do not use much technology. These toys are not just for fun but are also informative. These toys are wooden train sets, spinning tops, skipping ropes, and others that are known for simplicity. Traditional toys are safer as compared to modern toys. The factors such as Cognitive and Intellectual Benefits to Children and Increasing Disposable Income of the People in Developing Countries are the key drivers for the global Traditional Toys and Games market. In addition, the Increasing Number of Online Customers is also fueling the market growth. However, the Availability of Technological Toys as a Substitute Product may hamper the market growth.
The market study is being classified by Type (Educational Toys, Card Games, Stuffed Toys, Outdoor and Sports Toys and Others) and major geographies with country level break-up.
Spin Master (Canada), Moose Enterprise Holdings Pty Ltd (Australia), Tomy Company, Ltd. (Japan), Mattel, Inc. (United States), BANDAI NAMCO Holdings.Inc. (Japan), Jakks Pacific, Inc. (United States), Kirkbi A/S (Denmark), Hasbro, Inc. (United States) and Funskool Ltd. (India) are some of the key players profiled in the study.
The companies are exploring the market by adopting expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions across the globe to gain a competitive advantage through combined collaborations. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Traditional Toys and Games market throughout the predicted period.
Analyst at AMA have segmented the market study of Global Traditional Toys and Games market by Type, Application and Region.
On the basis of geography, the market of Traditional Toys and Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Cognitive and Intellectual Benefits to Children
- Increasing Disposable Income of the People in Developing Countries
- Increasing Number of Online Customers
- Availability of Technological Toys as a Substitute Product
- Increasing Demand in the Asiatic Countries
- Growth in the E-commerce Industry Worldwide
Key Target AudienceTraditional Toys and Games Developers, Distributors, Emerging Companies, Research Professionals and End-users
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