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Sektör<br />
The global toy industry<br />
The global toys and games market<br />
was valued at USD 261.65 billion,<br />
and it is projected to register a<br />
CAGR of 9.91% during the forecast<br />
period (2021- 2026)<br />
<strong>Ekim</strong> <strong>2022</strong><br />
Value of the leading global toy brands <strong>2022</strong><br />
In <strong>2022</strong>, Lego was unequivocally the most valuable toy<br />
brand in the world with a brand value of over six billion<br />
U.S. dollars. For years now, the Danish toy company has<br />
remained the industry leader, towering above its competitors<br />
in terms of brand value. The Japanese brand known<br />
as Bandai Namco ranked second that year and was worth<br />
about 1.7 billion U.S. dollars.<br />
The world’s largest toy companies<br />
Of the major players in the toy industry, LEGO accounted<br />
for the highest annual revenue, followed by Bandai Namco,<br />
Hasbro, and Mattel. Although these four companies<br />
each made billions of dollars in 2020, there was a significant<br />
gap from fourth placed Mattel to fifth placed JAKKS<br />
Pacific. Mattel had generated over four and a half billion<br />
U.S. dollars that year, while JAKKS Pacific made roughly<br />
500 million U.S. dollars in total.<br />
The global toy industry<br />
The global toy market is significant, having reached 94.7<br />
billion U.S. dollars in annual revenue in 2020. As such, the<br />
opportunities for toy manufacturers are large if and when<br />
they can overcome stiff competition. That competition not<br />
only comes from other toy makers but from other forms<br />
of children’s entertainment as well, one example being video<br />
games. As toys can be quite expensive, they are considered<br />
a luxury good for many families around the world,<br />
which helps explain the dominance of North America and<br />
Europe in regard to companies’ regional revenues.<br />
The toys and games market witnessed significant<br />
growth<br />
The toys and games market was valued at USD 261.65<br />
billion, and it is projected to register a CAGR of 9.91%<br />
during the forecast period (2021- 2026).<br />
As an impact of COVID-19, the market witnessed a strong<br />
growth among the high-income groups as well as middle-income<br />
consumers, leading to the launch of numerous<br />
stay-at-home product ranges by the leading players.<br />
During the pandemic, the sales of toys and games were<br />
primarily driven by the online retail of products. However,<br />
due to delay in much-anticipated movie releases like<br />
“Trolls World Tour” and “Top Gun: Maverick”, the toys, collectibles,<br />
and other merchandise based on the character<br />
of these movies that already reached the retailer stores<br />
observed no or minimal sales. Thus, it negatively impacted<br />
the market growth over the medium term.<br />
The toys and games market witnessed significant growth,<br />
owing to the presence of high-income group consumers<br />
in the country. However, middle-range toys and games<br />
accounted for the highest sales in the country. Outdoor<br />
and sports toys contributed the major share to the market<br />
studied, followed by dolls. Consumer inclination towards<br />
movies and cartoons drives the sales of action figures and<br />
accessories. The launch of new movies or cartoons further<br />
boosts the sales of action figures and accessories, making<br />
it the fastest-growing segment.<br />
Therefore, the companies have initiated to add more<br />
space to carry more toys, especially in the holiday season,<br />
including Christmas, when the sales of toys and games<br />
fiercely increase.<br />
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