
Toys and Games Market
Toys and Games Market Size, Share, Competitive Landscape and Trend Analysis Report by Product Type, Distribution Channel, and End Users: Global Opportunity and Industry Forecast (2024-2030)
Report ID:
1076
Industry:
FMCG
Published on:
Oct 2025
The Global Toys and Games Market had a value of USD 335.24 billion in 2024 and expected it to hit USD 434.35 billion by 2030, with a CAGR of 4.4% through the forecast period.
Toys and Games Market Overview
The Global Toys and Games Market refer the designs, manufactures, distributes, and sells items intended for play, creative inspiration, entertainment, learning, and developing skills. The Toys and Games market includes electronic toys, building sets, action figures, puzzles, and outdoor play items. Toys are more than objects which are fun to play with, they are also items that stimulate creativity and develop skills. The 94% of parents around the globe feel toys are important to child development, and over 70% of consumers would prefer toys that were "educational". Where the Toys and Games market also crosses boundaries creates opportunities in cultural trends like nostalgia, where collectible and themed items spark potential markets among both younger and older audiences.
The Toys and Games Market shows strong flexibility and adaptability, supported by changes in consumer behaviour and in the retail format. Online sales in 2024 accounted for almost 54% of purchases if you consider pure online purchasing via e-retailers such as Amazon, or direct from the manufacturer's website. The in-store channel, consisting of hobby shops, toy shows, mom-and-pop retailers, big-box stores, etc. are holding a key position in the market as 46% of families preferred to buy in store to evaluate product before purchase. The adult buyer also plays an important position within the overall market, and almost 28% of global toy purchases came from adults. With the advances of digital integration, the growth of sustainable product innovation, and the increased awareness of brand licensing, the Toys and Games Market is going to continue to evolve from a niche market to a diverse and competitive industry going forward.

The report by Jadhavar Business Intelligence Pvt. Ltd. delivers a comprehensive analysis of the Toys and Games Market, covering global, regional, and country-level insights from 2024 to 2030. It includes an overview of market definitions, assumptions, and scope, along with detailed market size, share, and segment analysis by Product Type, Age Group and Distribution Channel. The report provides in-depth market dynamics, trends, drivers, challenges, and opportunities, supported by analytical tools such as PORTER’s Five Forces, PESTLE, technology roadmaps, value chain mapping, and regulatory landscape assessments. Regional deep-dives cover North America, Europe, Asia Pacific, Middle East & Africa, and South America, with country-level forecasts. The competitive landscape section benchmarks leading players, profiles key companies, and analyses strategic developments. The report concludes with strategic recommendations, market opportunities, and key takeaways to guide business decision-making.
Toys and Games Market Dynamic’s
The Toys and Games Market is driven by multiple growth drivers. The increase in consumer interest in educational toys is the main driver as, over 60% of parents global prefer STEM-based products for children. Another driver is the rise of adult buyers, also known as "kidults". Kidults accounted for almost $7 billion in toy sales in 2024 in the U.S. Licensed products associated with movies, sports, and gaming franchises are also a driver supporting steady growth. Product innovation is also a key driver. Consumers are adopting interactive toys that use robotics and AI technology. Collectively, these drivers create a solid foundation for the Toys and Games Market, and both traditional and digital product segments are still gaining acceptance.
The Toys and Games Market also faces problems. First, safety rules are quite stringent, and safety recalls have exceeded 30% of children's products. In recent recall years, 62% of safety recalls were in toys. This created compliance pressure for manufacturers. Additionally, price sensitivity, nearly 42% of consumers rated affordability as the most important purchasing criteria which represents additional barrier to the Toys and Games Market. The Toys and Games Market will continue to have considerable opportunities. Manufacturing sustainability is a significant growth opportunity. Parents are more interested in sustainability, with eco-friendly materials and recyclable packaging proving popular. Secondly, nostalgia is another development opportunity for a collectible toy. Adults account for 18% of buyers in both Europe and North America. Additionally, talking toys and hybrid toys can be connected to app-enabled devices, creating long-term sustainable potential for product development. These opportunities continue to imply the Toys and Games Market's potential for disruption, even as regulatory and cost concerns remain a major concern.
Current trends in the Toys and Games Market indicate a market that values innovation and adaptation. In early 2024, toy sales across the UK increased by 8% as a result of exceptional adult demand for certain collectibles. Digital collaborations are making enormous impact on the market, companies are developing app-connected toys, increasing interactivity and children’s play value. Sustainability is rapidly becoming the new normal, and large firms are considering biodegradable polymers in their products and recyclable packaging to meet changing consumer demand.
Toys and Games Market Segment Analysis
The Toys and Games Market segmented into By Product Type, By Age Group, and By Distribution Channel.
By Product Type
The market is divided into five categories based on product type: electronic toys, games & puzzles, building sets & construction toys, dolls & action figures, outdoor & sports toys, and others. In 2024, Games & Puzzles was the largest segment in the Toys and Games Market, accounting for around 33% of the total market share. Games and puzzles remained the largest segment because they appeal to people of all ages, including children and adults. Approximately 2.5 billion units were sold worldwide in 2024, indicating that games and puzzles are widely used. The combination of significant demand for family recreation, with over 65% of households purchasing board games each year, and nostalgia with many classic games remaining relevant to successive generations, makes the segment and market category recoverable. Additionally, puzzles saw a sales growth in demand for home entertainment (e.g., puzzles), making the category a relatively robust segment within the larger Toys and Games category.
By Distribution Channel
The market is segmented by distribution channel as Offline and Online. Online segment led the Toys and Games Market with 54.5% of total market share in 2024. As a result of accessibility and competitive pricing, online channel eventually becomes the primary distribution model. Globally, over 70% of parents purchase toys online through e-commerce platforms, valuing convenience and the wider variety available to them. Meanwhile, online retailers are utilizing strong personalization features and recommendation engines that increase average spend and sales conversion by almost 25%. Offline, stores will still have experiential buying value but as consumerism moves to more direct-to-consumer, e-commerce continues to be the largest channel. The digital infrastructure of online platforms demonstrates how they hold long term strength for the Toys and Games Market.

Toys and Games Market Region Analysis
Asia-Pacific currently leads the Toys and Games Market in terms of manufacturing and potential consumer demand. The most significant example of manufacturing capacity is China, which accounts for more than 90% of global toy production. In addition, with increased disposable incomes in countries such as India and Southeast Asia, toy purchases are rising at all levels of middle-class households. The region's online store networks are quickly developing, with more than 60% of urban customers having made a digital purchase while shopping during the pandemic. Educational toys and licensed merchandise have also performed consistently well in this area, with demographic trends supporting the supply and demand trends. The Asia-Pacific Supply-side has benefitted from both supply-side efficiency and demand growth, ultimately becoming the highest contributor to the Toys and Games Market in 2024.
Toys and Games Market Competitive Analysis
Competition in the Toys and Games Market is fierce, with big players like LEGO, Mattel, and Hasbro leading global sales. LEGO concentrates on licensed products with digital tie-ins, expecting double-digit growth again in 2025. Mattel is utilizing properties that have historically proven successful such as Barbie and Hot Wheels while maximizing potential through movie tie-ups and collectibles. Hasbro is strengthening its company by focusing on licensing programs and integrating digital games into the company. Partnerships, licensing, acquisitions, and product launches are key strategies for players within the marketplace. For example, LEGO’s collaboration with Pokémon boosted sales. Hasbro has traction with its digital initiatives to further strengthen engagement with customers. New entrants consider sustainability through eco-friendly designs and niche categories. Innovation along with brand licensing and omnichannel strategies will shape the competitive landscape of the Toys and Games Market.
Report Summary
The Toys and Games Market is a global industry with strong consumer demand across all age groups. Games and Puzzles dominate product types, contributing about 33% of market sales in 2024. Online channels have emerged as the leading distribution model, holding 54.5% of the market, while offline remains important for in-store experiences. Asia-Pacific stands as the top regional market, accounting for 34% of global demand, supported by strong manufacturing and rising consumer spending. Key players such as LEGO, Mattel, and Hasbro continue to drive growth through innovation, strategic partnerships, and licensed product offerings, ensuring the industry remains competitive and adaptive.
Toys and Games Market Scope:

Key Players –
- Mattel, Inc. 
- Hasbro, Inc. 
- Spin Master 
- MGA Entertainment 
- Funko, LLC 
- Pop Mart 
- TOMY Company, Ltd. 
- JAKKS Pacific 
- Moose Toys 
- Simba Dickie Group 
- Playmobil (Brandstätter Group) 
- Ravensburger 
- Asmodee Group 
Frequently Ask Questions –
1) Who are the major key players of the Toys and Games Market?
Ans - The major key players include LEGO, Mattel, Hasbro, Bandai Namco, Spin Master, Jakks Pacific, and MGA Entertainment. These companies drive the market through brand licensing, digital integration, and product innovation.
2) Which product type leads the Toys and Games Market?
Ans - The Toys and Games Market is led by Games & Puzzles, with about 33% of sales in 2024.
3) Why is online distribution important in the Toys and Games Market?
Ans - The Market benefits from online channels offering convenience and personalization, accounting for over half of sales.
4) Which region dominates the Toys and Games Market?
Ans - Asia-Pacific leads the Market with 34% of global share, supported by manufacturing and consumer demand.
5) What trends shape the Toys and Games Market?
Ans - The Toys and Games Market is shaped by digital integration, sustainability, and rising adult buyer participation.