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Toys and Games in the United Kingdom

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Description

Limited options for social activities and travelling throughout 2020 resulted in households being confined to their homes and needing to find ways to entertain themselves. This provided elevated sales and strong growth for both traditional toys and games and video games in the UK. Growth was further supported by the willingness to spend on in-home entertainment. As disposable spending shifted from holidays and away-from-home activities to in-home entertainment, adults treated themselves and thei...

Euromonitor International's Toys and Games in United Kingdom report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2016-2020, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2025 illustrate how the market is set to change.

Product coverage: Traditional Toys and Games, Video Games.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?

Get a detailed picture of the Toys and Games market; Pinpoint growth sectors and identify factors driving change; Understand the competitive environment, the market's major players and leading brands; Use five-year forecasts to assess how the market is predicted to develop.
Table of Contents
Product Code: TGGB

TABLE OF CONTENTS

List Of Contents And Tables

EXECUTIVE SUMMARY

COVID-19 impact on toys and games COVID-19 country impact Company response Retailing shift What next for toys and games?

MARKET DATA

Table 1 Sales of Toys and Games by Category: Value 2015-2020 Table 2 Sales of Toys and Games by Category: % Value Growth 2015-2020 Table 3 NBO Company Shares of Toys and Games: % Value 2016-2020 Table 4 LBN Brand Shares of Toys and Games: % Value 2017-2020 Table 5 Distribution of Toys and Games by Format: % Value 2015-2020 Table 6 Forecast Sales of Toys and Games by Category: Value 2020-2025 Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2020-2025

GLOBAL MACROECONOMIC ENVIRONMENT

GLOBAL INDUSTRY ENVIRONMENT

DISCLAIMER

SOURCES

Summary 1 Research Sources

TRADITIONAL TOYS AND GAMES IN THE UNITED KINGDOM

KEY DATA FINDINGS

2020 IMPACT

Restrictions affect channel split and limit impulse buys Traditional toys and games benefits as home seclusion fuels the need to keep entertained at home Licensed products are successful despite a lack of blockbusters, but the biggest winners are trusted brands

RECOVERY AND OPPORTUNITIES

Digital presence and wide e-commerce availability will be crucial for future success Kidults expected to increasingly contribute to value sales Brands moving with the times will have a competitive advantage

CATEGORY DATA

Table 8 Sales of Traditional Toys and Games by Category: Value 2015-2020 Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2015-2020 Table 10 Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2015-2020 Table 11 NBO Company Shares of Traditional Toys and Games: % Value 2016-2020 Table 12 LBN Brand Shares of Traditional Toys and Games: % Value 2017-2020 Table 13 Distribution of Traditional Toys and Games by Format: % Value 2015-2020 Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2020-2025 Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2020-2025 Table 16 Forecast Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2020-2025

VIDEO GAMES IN THE UNITED KINGDOM

KEY DATA FINDINGS

2020 IMPACT

Shift to home entertainment fuels growth for video games software Nintendo Switch and Nintendo Switch Lite capitalise on attracting younger demographics and offering family-friendly titles AR/VR headsets witnesses demand for stand-alone products

RECOVERY AND OPPORTUNITIES

Video games expected to maintain healthy value sales in the forecast period In-game purchases are expected to continue to see a rise in terms of value share of video games software E-sports and live streaming set to become mainstream

CATEGORY DATA

Table 17 Sales of Video Games by Category: Value 2015-2020 Table 18 Sales of Video Games by Category: % Value Growth 2015-2020 Table 19 NBO Company Shares of Video Games: % Value 2016-2020 Table 20 LBN Brand Shares of Video Games: % Value 2017-2020 Table 21 NBO Company Shares of Video Games Hardware: % Value 2016-2020 Table 22 LBN Brand Shares of Video Games Hardware: % Value 2017-2020 Table 23 NBO Company Shares of Video Games Software: % Value 2016-2020 Table 24 Distribution of Video Games by Format: % Value 2015-2020 Table 25 Distribution of Video Games Hardware by Format: % Value 2015-2020 Table 26 Distribution of Video Games Software by Format: % Value 2015-2020 Table 27 Distribution of Video Games Software (Physical) by Format: % Value 2015-2020 Table 28 Distribution of Video Games Software (Digital) by Format: % Value 2015-2020 Table 29 Forecast Sales of Video Games by Category: Value 2020-2025 Table 30 Forecast Sales of Video Games by Category: % Value Growth 2020-2025