The Toys & Hobby market refers to a wide range of products designed for entertainment, leisure, and educational purposes. This market includes several categories, such as traditional toys and games, musical instruments, and sports equipment. The market is driven by the demand for products that offer engaging experiences and promote skill development, creativity, and social interaction among individuals of different ages and backgrounds. Key trends in the market include the adoption of technology, the focus on sustainability, the rise of e-commerce channels, customization, subscription services, educational value, and health and wellness.
The Toys & Hobby market is segmented into three main segments:
The Toys & Games segment includes products such as dolls, action figures, card games, puzzles, and building blocks. This segment is characterized by the demand for classic, nostalgic, and educational toys that stimulate imagination, problem-solving, and social skills.
The Musical Instruments segment includes products such as guitars, pianos, drums, and other instruments for music making. This segment is driven by the passion for music and the desire to learn and express oneself through artistic means.
The Sports Equipment segment includes products such as skis, tennis, golf, balls, and other equipment for outdoor and indoor sports activities. This segment is characterized by the demand for products that promote physical exercise, adventure, and competition.
The Toys & Hobby market comprises revenue and average revenue per capita. Figures are generated through both online and offline sales channels and include spending by consumers (B2C) and enterprises (B2B). Key players in the market are companies like Hasbro, Mattel, Lego, Nintendo, and Electronic Arts. These companies are leaders in their respective segments and are known for their innovative products, brand recognition, and strategic partnerships with popular franchises and characters. For more information on the data displayed, use the info button right next to the boxes.
Traditional toys and games, such as dolls, model vehicles, building blocks, puzzles, action figures, board games and educational toys
Musical instruments, such as pianos, violins, guitars, drums, musice production devices and accessories of musical instruments
Sports equipment, such as skis, surfboards, tennis rackets, balls, golf clubs, gym systems, tents and fishing equipment
Digital games software, such as mobile games, computer games and video games
Gaming hardware, such as, VR headsets, gaming PC and gaming consoles
Music software and apps, such as Ableton Live, GarageBand and Serato DJ
Sports apparel and footwear, such as running shoes, athletic shirts and leggings
Gardening tools, outdoor furniture and do-it-yourself kits
Gambling equipment, such as roulette wheels, roulette tables, slot machines and poker tables
The data encompasses B2C enterprises. Figures are based on consumer spending on goods people buy for their leisure activities and hobbies.
Market sizes are determined through a Top-Down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use in-house market research, national statistical offices, international institutions, trade associations, third-party studies, and survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, and household number. This data helps us estimate the market size for each country individually.
In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, exponential trend smoothing is well suited for forecasting the Toys & Hobby market with a projected steady growth. The main drivers are GDP per capita and consumer spending per capita.
The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year.