Worldwide Educational Toys Industry to 2026 - Growing Demand for Inspirational and Aspirational Toys is Driving the Market
DUBLIN, July 22, 2021 /PRNewswire/ -- The "Educational Toys Market - Global Outlook & Forecast 2021-2026" report has been added to ResearchAndMarkets.com's offering.
The educational toy market by revenue is expected to grow at a CAGR of 8.11% during the period 2020-2026.
The process of quick learning among children with the help of educational toys is easier, which is expected to fuel the growth of the educational toys market across the globe. The recent trend towards Augmented Reality (AR) learning toys is likely to boost the demand for educational toys year on year. The learning toys market is witnessing an increase due to the influence of digital consumerism on the sale of learning toys.
Vendors are accepting e-commerce distribution channels to boost the profit of the market. Amazon, eBay, Tmall, and JD are some of the most prominent vendors in the online retail segment. With the rising awareness about toy safety, the authorities introduce new regulations to ensure that the materials are safe for the end-users.
The following factors are likely to contribute to the growth of the educational toy market during the forecast period:
- Rise in the Usage of Sustainable and Green Toys
- Increasing Growth of STEM Toys
- Development of Smart Toys
- Growing Demand for Inspirational and Aspirational Toys
The study considers the educational toy market's present scenario and its market dynamics for the period 2020?2026. It covers a detailed overview of several market growth enablers, restraints, and trends. The report offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent ones operating in the market.
Segmentation
The global educational toys market research report includes a detailed segmentation by educational toy type, educator type, age group, distribution channel, category, geography. The rising awareness in APAC, Latin America, and Arab countries for children's education boosts the demand for educational toys across countries such as South Korea, Brazil, India, South Africa, and others. The development of STEM toys that make learning complex concepts easy and fun is expected to boost the demand for academic toys across countries. During COVID-19, when most of the population was locked inside their homes, several vendors were working on finding ways to improve their product lines and expand their offerings in the market.
Classroom toys promote learning in a playful manner which prevents children from getting bored. The institutions are increasing the usage of board games and toys to foster regular education. This is expected to boost the demand for classroom games from various schools ranging from kindergarten to secondary schools across the countries.
The children in this age group are required to develop several social and emotional skills. Games such as kitchen sets, doctor sets, ice cream shops, mechanic tools, and others remain popular among children. These encourage physical activity and promote activeness among children. Hence, the demand for such toys is projected to support market growth in the upcoming years.
Visual merchandising plays a prominent role in boosting the offline sales of toys as it tempts the children and influences them to convince their parents to purchase them. Offline sales hold a high market share in India, Turkey, and others, where reliability on online channels and e-commerce websites is less due to the prevalence of various perceptions.
These help to improve the IQ level and knowledge base of children. The rising awareness among parents regarding the importance of quick and innovative minds thereby contributes to the growth of the indoor educational games segment. The products free from harmful toxins and environment friendly are likely to boost the demand for indoor educational toys.
Vendors Landscape
The key vendors in the global educational toys market include LEGO, Mattel, Hasbro, Vtech, Spin Master, Bandai Namco, and more. The present scenario forces vendors to alter and refine their unique value proposition to achieve a strong presence in the learning toys maket. The focus is heavily shifting toward the use of eco-friendly raw materials in the manufacturing of educational toys. Vendors are expected to shift their manufacturing from plastics to recycle toys. The competition will intensify further with an increase of technological innovations worldwide.
KEY QUESTIONS ANSWERED: 1. What is the educational toys market size? 2. What are the key factors driving the educational toys market? 3. Which segment has the largest share in the educational toys market? 4. What are the key trends shaping the learning toys market? 5. Who are the key players in the educational toys market?
Key Topics Covered:
1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage 4.1 Market Definition 4.1.1 Inclusions 4.1.2 Exclusions 4.1.3 Market Estimation Caveats 4.2 Base Year 4.3 Scope of the Study 4.4 Market Segments 4.4.1 Market Segmentation by Toy Type 4.4.2 Market Segmentation by Educator Type 4.4.3 Market Segmentation by Age Group 4.4.4 Market Segmentation by Distribution Channel 4.4.5 Market Segmentation by Toy Type 4.4.6 Market Segmentation by Geography
5 Report Assumptions & Caveats 5.1 Key Caveats 5.2 Currency Conversion 5.3 Market Derivation
6 Market at a Glance
7 Introduction 7.1 Overview 7.2 Raw Material Insights 7.3 Manufacturing Insights 7.4 Value Chain Analysis 7.4.1 Overview 7.4.2 Raw Material Suppliers 7.4.3 Manufacturers 7.4.4 Dealers/Distributors 7.4.5 Retailers 7.4.6 End Users 7.5 Impact Of COVID-19 7.5.1 Supply Side 7.5.2 Demand Side
8 Market Opportunities & Trends 8.1 Rise in Demand for Sustainable Toys 8.2 Growing Demand for Stem Toys 8.3 Development of Smart or AI-Based Toys
9 Market Growth Enablers 9.1 Growing Demand for Inspirational and Aspirational Toys 9.2 Tapping Omnichannel Opportunities 9.3 Need for Motor Skill and Cognitive Development
10 Market Restraints 10.1 Stringent Safety Regulations and Guidelines 10.2 Licensing and Counterfeit Products 10.3 Proliferation of Online and Mobile Gaming Platforms
11 Market Landscape 11.1 Market Overview 11.2 Sustainability Insights 11.3 Safety Standards 11.4 Market Size & Forecast 11.5 Five Forces Analysis 11.5.1 Threat of New Entrants 11.5.2 Bargaining Power of Suppliers 11.5.3 Bargaining Power of Buyers 11.5.4 Threat of Substitutes 11.5.5 Competitive Rivalry
12 Educational Toy Type 12.1 Market Snapshot & Growth Engine 12.2 Market Overview 12.3 Academic 12.3.1 Market Overview 12.3.2 Market Size & Forecast 12.3.3 Market by Geography 12.4 Cognitive Thinking 12.4.1 Market Overview 12.4.2 Market Size & Forecast 12.4.3 Market by Geography 12.5 Motor Skills 12.5.1 Market Overview 12.5.2 Fine Motor Skills 12.5.3 Gross Motor Skills 12.5.4 Market Size & Forecast 12.5.5 Market by Geography 12.6 Other Education Toys 12.6.1 Market Overview 12.6.2 Musical Toys 12.6.3 Mixed Reality Toys 12.6.4 Market Size & Forecast 12.6.5 Market by Geography
13 Educator Type 13.1 Market Snapshot & Growth Engine 13.2 Market Overview 13.3 STEM Activities 13.3.1 Market Overview 13.3.2 Market Size & Forecast 13.3.3 Market by Geography 13.4 Classroom Games 13.4.1 Market Overview 13.4.2 Market Size & Forecast 13.4.3 Market by Geography 13.5 After School 13.5.1 Market Overview 13.5.2 Market Size & Forecast 13.5.3 Market by Geography 13.6 Brain Breaks 13.6.1 Market Overview 13.6.2 Market Size & Forecast 13.6.3 Market by Geography 13.7 Gifted & Talented 13.7.1 Market Overview 13.7.2 Market Size & Forecast 13.7.3 Market by Geography 13.8 Lesson Plans 13.8.1 Market Overview 13.8.2 Market Size & Forecast 13.8.3 Market by Geography
14 Age Group 14.1 Market Snapshot & Growth Engine 14.2 Market Overview 14.3 0-3 Years 14.3.1 Market Overview 14.3.2 Market Size & Forecast 14.3.3 Market by Geography 14.4 3-8 Years 14.4.1 Market Overview 14.4.2 Market Size & Forecast 14.4.3 Market by Geography 14.5 8-12 Years 14.5.1 Market Overview 14.5.2 Market Size & Forecast 14.5.3 Market by Geography 14.6 12+ Years 14.6.1 Market Overview 14.6.2 Market Size & Forecast 14.6.3 Market by Geography
15 Distribution Channel 15.1 Market Snapshot & Growth Engine 15.2 Market Overview 15.3 Offline 15.3.1 Market Overview 15.3.2 Discount Retailers 15.3.3 Departmental stores 15.3.4 Specialty stores 15.3.5 Others 15.3.6 Market Size & Forecast 15.3.7 Market by Geography 15.4 Online 15.4.1 Market Overview 15.4.2 Direct Sales 15.4.3 Third-Party Sales 15.4.4 Market Size & Forecast 15.4.5 Market by Geography
16 Category 16.1 Market Snapshot & Growth Engine 16.2 Market Overview 16.3 Indoor 16.3.1 Market Overview 16.3.2 Games and Puzzle 16.3.3 Building and Construction 16.3.4 Dolls and Accessories 16.3.5 Others 16.3.6 Market Size & Forecast 16.3.7 Market by Geography 16.4 Outdoor 16.4.1 Market Overview 16.4.2 Market Size & Forecast 16.4.3 Market by Geography
17 Geography 17.1 Market Snapshot & Growth Engine 17.2 Geographic Overview
18 North America
19 APAC
20 Europe
21 Latin America
22 Middle East and Africa
23 Competitive Landscape 23.1 Competition Overview
24 Key Company Profiles 24.1 Bandai Namco 24.1.1 Business Overview 24.1.2 Product Offerings 24.1.3 Key Strategies 24.1.4 Key Strengths 24.1.5 Key Opportunities 24.2 Hasbro 24.2.1 Business Overview 24.2.2 Product Offerings 24.2.3 Key Strategies 24.2.4 Key Strengths 24.2.5 Key Opportunities 24.3 LEGO 24.3.1 Business Overview 24.3.2 Product Offerings 24.3.3 Key Strategies 24.3.4 Key Strengths 24.3.5 Key Opportunities 24.4 Mattel 24.4.1 Business Overview 24.4.2 Product Offerings 24.4.3 Key Strategies 24.4.4 Key Strengths 24.4.5 Key Opportunities 24.5 Melissa & Doug 24.5.1 Business Overview 24.5.2 Product Offerings 24.5.3 Key Strategies 24.5.4 Key Strengths 24.5.5 Key Opportunities 24.6 Spin Master 24.6.1 Business Overview 24.6.2 Product Offerings 24.6.3 Key Strategies 24.6.4 Key Strengths 24.6.5 Key Opportunities
25 Other Prominent Vendors 25.1 Basic Fun 25.2 C'Mon 25.3 Digital Dream Labs 25.4 Disney 25.5 Engino.Net 25.6 Fremont Die 25.7 Funskool 25.8 Goliath 25.9 INI 25.10 International Playthings 25.11 Johnco 25.12 K'Nex 25.13 Leapfrog Enterprises 25.14 Learning Resources 25.15 Looneey Labs 25.16 Ludo Fact 25.17 Mindware 25.18 Orchard Toys 25.19 OWI 25.20 Paul Lamond Games 25.21 Pegasus & Spiele 25.22 Piatnik 25.23 Playmobil 25.24 Pressman Toys 25.25 Ravensburger 25.26 RoosterFin 25.27 Schmidt Spiele 25.28 Simbatoys 25.29 Smartivity 25.30 SmartLab 25.31 Sphero 25.32 Talicor 25.33 Thames & Kosmos 25.34 The Haywire 25.35 The OP 25.36 Thinkfun 25.37 Tomy Company 25.38 Top-Toy 25.39 University Games 25.40 Vtech Electronics 25.41 Winning Moves Games 25.42 WowWee Group Limited 25.43 WizKids
26 New Developments
27 Report Summary
28 Quantitative Summary
For more information about this report visit https://www.researchandmarkets.com/r/ch2hof
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