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世界の玩具市場 2022-2026


Global Toy Market 2022-2026

世界の玩具市場 2022-2026年 Technavio社は玩具市場をモニターしており、予測期間中に2.64%のCAGRで進行し、2022-2026年に146.2億ドルの成長が見込まれています。当レポートでは、玩具市場に関する全体的な分析... もっと見る

 

 

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TechNavio
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2021年11月3日 US$2,500
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サマリー

世界の玩具市場 2022-2026年
Technavio社は玩具市場をモニターしており、予測期間中に2.64%のCAGRで進行し、2022-2026年に146.2億ドルの成長が見込まれています。当レポートでは、玩具市場に関する全体的な分析、市場規模と予測、トレンド、成長要因、課題のほか、約25社のベンダーを対象としたベンダー分析も行っています。
本レポートは、現在の世界市場のシナリオ、最新のトレンドとドライバー、そして市場全体の環境に関する最新の分析を提供しています。市場を牽引しているのは、おもちゃを贈る文化の存在と、環境に優しいおもちゃの出現です。さらに、おもちゃの贈与文化の存在は、市場の成長をも後押しすると予想されています。
玩具市場の分析には、流通チャネルのセグメントと地理的状況が含まれています。
Technavioの玩具市場は以下のように区分されています。
流通チャネル別
- オフライン
- オンライン
地理的ランドスケープ別
- APAC
- 北アメリカ
- ヨーロッパ
- 南米
- MEA
本調査では、個人の可処分所得の増加と中間層の増加が、今後数年間の玩具市場の成長を促す主な理由の一つであるとしています。
Technavio社は、複数のソースからのデータを調査、合成、主要パラメータの分析によってまとめることで、市場の詳細な情報を提供しています。当レポートでは、玩具市場について以下の項目を取り上げています。
- 玩具市場のサイジング
- 玩具市場の予測
- 玩具市場の業界分析
Technavioの堅牢なベンダー分析は、クライアントの市場での地位向上を支援することを目的としており、本レポートではこれに沿って、玩具市場の主要ベンダーである、AOSHIMA BUNKA KYOZAI Co,.Ltd.、Bandai Namco Holdings Inc.、Dream International Ltd.、Hasbro Inc.、LEGO System AS、Mattel Inc.、Mose Enterprise Pty.Ltd.、Spin Master Corp.、TOMY Co.Ltd.、トゥルーキッズブランドなどがあります。また、玩具市場分析レポートには、市場成長に影響を与える今後のトレンドや課題に関する情報も含まれています。これは、企業が戦略を立て、来るべき成長機会をすべて活用するのに役立つものです。
本調査は、業界の主要参加者からの情報を含む、一次情報と二次情報を客観的に組み合わせて実施しました。本レポートには、主要ベンダーの分析に加えて、包括的な市場およびベンダーランドスケープが含まれています。このレポートの詳細については、- https://www.technavio.com/report/toy-market-industry-analysis をご覧ください。
Technavio社は、複数の情報源から得たデータを調査、合成、要約し、利益、価格、競争、プロモーションなどの主要なパラメーターを分析することで、市場の詳細なイメージを提示しています。また、業界の主要なインフルエンサーを特定することで、様々な市場の側面を提示しています。提示されたデータは包括的で信頼性が高く、一次および二次両方の広範な調査の結果です。Technavio社の市場調査レポートは、正確な市場成長を予測するために、完全な競合状況と、質的および量的調査を用いた詳細なベンダー選択方法と分析を提供しています。

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目次

• Executive Summary
o Market overview
• Market Landscape
o Market ecosystem
o Value chain analysis
• Market Sizing
o Market definition
o Market segment analysis
o Market size 2021
o Market outlook: Forecast for 2021 - 2026
• Five Forces Analysis
o Bargaining power of buyers
o Bargaining power of suppliers
o Threat of new entrants
o Threat of substitutes
o Threat of rivalry
o Market condition
• Market Segmentation by Distribution channel
o Market segments
o Comparison by Distribution channel
o Offline - Market size and forecast 2021-2026
o Online - Market size and forecast 2021-2026
o Market opportunity by Distribution channel
• Customer landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC - Market size and forecast 2021-2026
o North America - Market size and forecast 2021-2026
o Europe - Market size and forecast 2021-2026
o South America - Market size and forecast 2021-2026
o MEA - Market size and forecast 2021-2026
o Key leading countries
o Market opportunity By Geographical Landscape
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor landscape
o Landscape disruption
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Bandai Namco Holdings Inc.
o Dream International Ltd.
o Hasbro Inc.
o LEGO System AS
o Mattel Inc.
o Moose Enterprise Pty. Ltd.
o Spin Master Corp.
o TOMY Co. Ltd.
o Tru Kids Brand
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibits
• 1: Key Finding 1
• 2: Key Finding 2
• 3: Key Finding 3
• 4: Key Finding 5
• 5: Key Finding 6
• 6: Key Finding 7
• 7: Key Finding 8
• 8: Parent market
• 9: Market characteristics
• 10: Offerings of vendors included in the market definition
• 11: Market segments
• 12: Global - Market size and forecast 2021 - 2026 ($ billion)
• 13: Global market: Year-over-year growth 2021 - 2026 (%)
• 14: Five forces analysis 2021 & 2026
• 15: Bargaining power of buyers
• 16: Bargaining power of suppliers
• 17: Threat of new entrants
• 18: Threat of substitutes
• 19: Threat of rivalry
• 20: Market condition - Five forces 2021
• 21: Distribution channel - Market share 2021-2026 (%)
• 22: Comparison by Distribution channel
• 23: Offline - Market size and forecast 2021-2026 ($ billion)
• 24: Offline - Year-over-year growth 2021-2026 (%)
• 25: Online - Market size and forecast 2021-2026 ($ billion)
• 26: Online - Year-over-year growth 2021-2026 (%)
• 27: Market opportunity by Distribution channel
• 28: Customer landscape
• 29: Market share By Geographical Landscape 2021-2026 (%)
• 30: Geographic comparison
• 31: APAC - Market size and forecast 2021-2026 ($ billion)
• 32: APAC - Year-over-year growth 2021-2026 (%)
• 33: North America - Market size and forecast 2021-2026 ($ billion)
• 34: North America - Year-over-year growth 2021-2026 (%)
• 35: Europe - Market size and forecast 2021-2026 ($ billion)
• 36: Europe - Year-over-year growth 2021-2026 (%)
• 37: South America - Market size and forecast 2021-2026 ($ billion)
• 38: South America - Year-over-year growth 2021-2026 (%)
• 39: MEA - Market size and forecast 2021-2026 ($ billion)
• 40: MEA - Year-over-year growth 2021-2026 (%)
• 41: Key leading countries
• 42: Market opportunity By Geographical Landscape ($ billion)
• 43: Impact of drivers and challenges
• 44: Vendor landscape
• 45: Landscape disruption
• 46: Industry risks
• 47: Vendors covered
• 48: Market positioning of vendors
• 49: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Overview
• 50: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Product and service
• 51: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Key offerings
• 52: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Key customers
• 53: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Segment focus
• 54: Bandai Namco Holdings Inc. - Overview
• 55: Bandai Namco Holdings Inc. - Business segments
• 56: Bandai Namco Holdings Inc. - Key offerings
• 57: Bandai Namco Holdings Inc. - Key customers
• 58: Bandai Namco Holdings Inc. - Segment focus
• 59: Dream International Ltd. - Overview
• 60: Dream International Ltd. - Product and service
• 61: Dream International Ltd. - Key offerings
• 62: Dream International Ltd. - Key customers
• 63: Dream International Ltd. - Segment focus
• 64: Hasbro Inc. - Overview
• 65: Hasbro Inc. - Business segments
• 66: Hasbro Inc. - Key offerings
• 67: Hasbro Inc. - Key customers
• 68: Hasbro Inc. - Segment focus
• 69: LEGO System AS - Overview
• 70: LEGO System AS - Product and service
• 71: LEGO System AS - Key offerings
• 72: LEGO System AS - Key customers
• 73: LEGO System AS - Segment focus
• 74: Mattel Inc. - Overview
• 75: Mattel Inc. - Business segments
• 76: Mattel Inc. - Key offerings
• 77: Mattel Inc. - Key customers
• 78: Mattel Inc. - Segment focus
• 79: Moose Enterprise Pty. Ltd. - Overview
• 80: Moose Enterprise Pty. Ltd. - Product and service
• 81: Moose Enterprise Pty. Ltd. - Key offerings
• 82: Moose Enterprise Pty. Ltd. - Key customers
• 83: Moose Enterprise Pty. Ltd. - Segment focus
• 84: Spin Master Corp. - Overview
• 85: Spin Master Corp. - Business segments
• 86: Spin Master Corp. - Key offerings
• 87: Spin Master Corp. - Key customers
• 88: Spin Master Corp. - Segment focus
• 89: TOMY Co. Ltd. - Overview
• 90: TOMY Co. Ltd. - Business segments
• 91: TOMY Co. Ltd. - Key offerings
• 92: TOMY Co. Ltd. - Key customers
• 93: TOMY Co. Ltd. - Segment focus
• 94: Tru Kids Brand - Overview
• 95: Tru Kids Brand - Product and service
• 96: Tru Kids Brand - Key offerings
• 97: Tru Kids Brand - Key customers
• 98: Tru Kids Brand - Segment focus
• 99: Currency conversion rates for US$
• 100: Research Methodology
• 101: Validation techniques employed for market sizing
• 102: Information sources
• 103: List of abbreviations

 

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Summary

Global Toy Market 2022-2026
Technavio has been monitoring the toy market and it is poised to grow by $ 14.62 bn during 2022-2026, progressing at a CAGR of 2.64% during the forecast period. Our report on the toy market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the presence of toy gifting culture and the emergence of eco-friendly toys. In addition, the presence of toy gifting culture is anticipated to boost the growth of the market as well.
The toy market analysis includes the distribution channel segment and geographic landscape.
Technavio's toy market is segmented as below:
By Distribution Channel
• offline
• online
By Geographical Landscape
• APAC
• North America
• Europe
• South America
• MEA
This study identifies the increasing personal disposable income and rising middle-class populationas one of the prime reasons driving the toy market growth during the next few years.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on toy market covers the following areas:
• Toy market sizing
• Toy market forecast
• Toy market industry analysis
Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading toy market vendors that include AOSHIMA BUNKA KYOZAI Co,.Ltd., Bandai Namco Holdings Inc., Dream International Ltd., Hasbro Inc., LEGO System AS, Mattel Inc., Moose Enterprise Pty. Ltd., Spin Master Corp., TOMY Co. Ltd., and Tru Kids Brand. Also, the toy market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors. For further information on this report, please visit - https://www.technavio.com/report/toy-market-industry-analysis
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.



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Table of Contents

• Executive Summary
o Market overview
• Market Landscape
o Market ecosystem
o Value chain analysis
• Market Sizing
o Market definition
o Market segment analysis
o Market size 2021
o Market outlook: Forecast for 2021 - 2026
• Five Forces Analysis
o Bargaining power of buyers
o Bargaining power of suppliers
o Threat of new entrants
o Threat of substitutes
o Threat of rivalry
o Market condition
• Market Segmentation by Distribution channel
o Market segments
o Comparison by Distribution channel
o Offline - Market size and forecast 2021-2026
o Online - Market size and forecast 2021-2026
o Market opportunity by Distribution channel
• Customer landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC - Market size and forecast 2021-2026
o North America - Market size and forecast 2021-2026
o Europe - Market size and forecast 2021-2026
o South America - Market size and forecast 2021-2026
o MEA - Market size and forecast 2021-2026
o Key leading countries
o Market opportunity By Geographical Landscape
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor landscape
o Landscape disruption
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Bandai Namco Holdings Inc.
o Dream International Ltd.
o Hasbro Inc.
o LEGO System AS
o Mattel Inc.
o Moose Enterprise Pty. Ltd.
o Spin Master Corp.
o TOMY Co. Ltd.
o Tru Kids Brand
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibits
• 1: Key Finding 1
• 2: Key Finding 2
• 3: Key Finding 3
• 4: Key Finding 5
• 5: Key Finding 6
• 6: Key Finding 7
• 7: Key Finding 8
• 8: Parent market
• 9: Market characteristics
• 10: Offerings of vendors included in the market definition
• 11: Market segments
• 12: Global - Market size and forecast 2021 - 2026 ($ billion)
• 13: Global market: Year-over-year growth 2021 - 2026 (%)
• 14: Five forces analysis 2021 & 2026
• 15: Bargaining power of buyers
• 16: Bargaining power of suppliers
• 17: Threat of new entrants
• 18: Threat of substitutes
• 19: Threat of rivalry
• 20: Market condition - Five forces 2021
• 21: Distribution channel - Market share 2021-2026 (%)
• 22: Comparison by Distribution channel
• 23: Offline - Market size and forecast 2021-2026 ($ billion)
• 24: Offline - Year-over-year growth 2021-2026 (%)
• 25: Online - Market size and forecast 2021-2026 ($ billion)
• 26: Online - Year-over-year growth 2021-2026 (%)
• 27: Market opportunity by Distribution channel
• 28: Customer landscape
• 29: Market share By Geographical Landscape 2021-2026 (%)
• 30: Geographic comparison
• 31: APAC - Market size and forecast 2021-2026 ($ billion)
• 32: APAC - Year-over-year growth 2021-2026 (%)
• 33: North America - Market size and forecast 2021-2026 ($ billion)
• 34: North America - Year-over-year growth 2021-2026 (%)
• 35: Europe - Market size and forecast 2021-2026 ($ billion)
• 36: Europe - Year-over-year growth 2021-2026 (%)
• 37: South America - Market size and forecast 2021-2026 ($ billion)
• 38: South America - Year-over-year growth 2021-2026 (%)
• 39: MEA - Market size and forecast 2021-2026 ($ billion)
• 40: MEA - Year-over-year growth 2021-2026 (%)
• 41: Key leading countries
• 42: Market opportunity By Geographical Landscape ($ billion)
• 43: Impact of drivers and challenges
• 44: Vendor landscape
• 45: Landscape disruption
• 46: Industry risks
• 47: Vendors covered
• 48: Market positioning of vendors
• 49: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Overview
• 50: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Product and service
• 51: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Key offerings
• 52: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Key customers
• 53: AOSHIMA BUNKA KYOZAI Co,.Ltd. - Segment focus
• 54: Bandai Namco Holdings Inc. - Overview
• 55: Bandai Namco Holdings Inc. - Business segments
• 56: Bandai Namco Holdings Inc. - Key offerings
• 57: Bandai Namco Holdings Inc. - Key customers
• 58: Bandai Namco Holdings Inc. - Segment focus
• 59: Dream International Ltd. - Overview
• 60: Dream International Ltd. - Product and service
• 61: Dream International Ltd. - Key offerings
• 62: Dream International Ltd. - Key customers
• 63: Dream International Ltd. - Segment focus
• 64: Hasbro Inc. - Overview
• 65: Hasbro Inc. - Business segments
• 66: Hasbro Inc. - Key offerings
• 67: Hasbro Inc. - Key customers
• 68: Hasbro Inc. - Segment focus
• 69: LEGO System AS - Overview
• 70: LEGO System AS - Product and service
• 71: LEGO System AS - Key offerings
• 72: LEGO System AS - Key customers
• 73: LEGO System AS - Segment focus
• 74: Mattel Inc. - Overview
• 75: Mattel Inc. - Business segments
• 76: Mattel Inc. - Key offerings
• 77: Mattel Inc. - Key customers
• 78: Mattel Inc. - Segment focus
• 79: Moose Enterprise Pty. Ltd. - Overview
• 80: Moose Enterprise Pty. Ltd. - Product and service
• 81: Moose Enterprise Pty. Ltd. - Key offerings
• 82: Moose Enterprise Pty. Ltd. - Key customers
• 83: Moose Enterprise Pty. Ltd. - Segment focus
• 84: Spin Master Corp. - Overview
• 85: Spin Master Corp. - Business segments
• 86: Spin Master Corp. - Key offerings
• 87: Spin Master Corp. - Key customers
• 88: Spin Master Corp. - Segment focus
• 89: TOMY Co. Ltd. - Overview
• 90: TOMY Co. Ltd. - Business segments
• 91: TOMY Co. Ltd. - Key offerings
• 92: TOMY Co. Ltd. - Key customers
• 93: TOMY Co. Ltd. - Segment focus
• 94: Tru Kids Brand - Overview
• 95: Tru Kids Brand - Product and service
• 96: Tru Kids Brand - Key offerings
• 97: Tru Kids Brand - Key customers
• 98: Tru Kids Brand - Segment focus
• 99: Currency conversion rates for US$
• 100: Research Methodology
• 101: Validation techniques employed for market sizing
• 102: Information sources
• 103: List of abbreviations

 

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