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Toys and Games in Australia

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Description

Toys and games benefited from the COVID-19 pandemic as Australians were forced to spend much more time at home during lockdown. Home-schooling trends led to an increase in scientific/educational games, particularly those related to STEM subjects, while enforced time indoors encouraged many consumers to purchase outdoor and sports-related toys and games as a means of staying fit and active. Increased family time within the home saw sales of family-related games and puzzles rise significantly. Eng...

Euromonitor International's Toys and Games in Australia 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: TGAU

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 AUSTRALIA

KEY DATA FINDINGS

2020 IMPACT

Traditional toys and games sees rapid growth in 2020, thanks to home seclusion and home-schooling trends LEGO strengthens its lead with Lego stores and new product launches, including licenced products Traditional toys and games faces significant supply chain delays in 2020 due to factory closures in Asia

RECOVERY AND OPPORTUNITIES

Ongoing home-schooling trends and restrictions on movement and travel will continue to favour sales of traditional toys and games Traditional toys and games will continue to represent a larger percentage of overall sales than video games over the forecast period Looking ahead, players will continue to develop an online presence and vie for share in e-commerce

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 AUSTRALIA

KEY DATA FINDINGS

2020 IMPACT

Video games performed exceptionally well in 2020 as consumers are forced to remain at home during lockdown Sony Computer Entertainment Australia Pty maintains its lead in video games in 2020 thanks to the popularity of PlayStation 4 Parents and teachers embrace Minecraft as an educational platform during home-schooling

RECOVERY AND OPPORTUNITIES

Video games has a bright outlook, with video games software set to continue to represent the largest percentage of sales in the category The competitive environment is set to become even fiercer in video games as the major players develop new technology and vie for share Increasing smartphone penetration will enable mobile gaming to reach a wider audience in the coming years

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