The Europe Connected Toys Market should witness market growth of 19.2% CAGR during the forecast period (2022-2028).
IoT isn't a scary new world for kids today. They now recognize it as the truth. Tablets and cell phones are among the issues, but they're not the only ones. Any toy with cameras, GPS, microphones, internet connectivity, or that requests and keeps data should be handled with caution by parents. Simply put, double-check any item that can expose the children or their information to the public.
There are several advantages for kids using these digital toys and gadgets. Users can watch their child from anywhere due to baby monitors with built-in cameras, and GPS trackers can help parents locate misplaced children. Teddy the Guardian is a plaything that enables parents to quickly check their child's temperature due to a vital sign sensor.
Toys that encourage STEM, or science, technology, engineering, and math, are a good option for parents who wish to use their child's fascination with technology as a teaching tool. A talent that is occasionally cited as essential for high-paying employment in IT is coding. Even smart toothbrushes, like Grush, turn seemingly boring tasks into games.
People and governments in the nation are consistently expanding their investments in the growth of the educational sector. According to Eurostat, Sweden's public spending on education accounted for 7.1% of the nation's overall GDP in 2017. Denmark also spent 7.3% of the nation's GDP during the same period. Additionally, 2.7% of Romania's GDP was spent on the education industry. Moreover, variables like increased birth rates, reduced infant mortality rates, and an expanding middle class in the region will bring forth profitable prospects for regional market players.
The Germany market dominated the Europe Connected Toys Market by Country in 2021; thereby, achieving a market value of $1,543.3 million by 2028. The UK market is exhibiting a CAGR of 18.2% during (2022-2028). Additionally, The France market would showcase a CAGR of 20.1% during (2022-2028).
Based on Application, the market is segmented into Education, Entertainment, and Other Applications. Based on Age Group, the market is segmented into Teenagers (13-19 years), 9-12 years, 6-8 years, and 1- 5 years. Based on Technology, the market is segmented into Wi-Fi, Bluetooth, and Others. Based on Interfacing Device, the market is segmented into PC/Laptop and Smartphone/Tablet. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Hasbro, Inc., Mattel, Inc., LEGO Group (KIRKBI A/S), VTech Holdings Limited, ROYBI, Pillar Learning, Ubtech Robotics Corp. Ltd., PlayShifu, Sphero, Inc. and Mainbot SAS
IoT isn't a scary new world for kids today. They now recognize it as the truth. Tablets and cell phones are among the issues, but they're not the only ones. Any toy with cameras, GPS, microphones, internet connectivity, or that requests and keeps data should be handled with caution by parents. Simply put, double-check any item that can expose the children or their information to the public.
There are several advantages for kids using these digital toys and gadgets. Users can watch their child from anywhere due to baby monitors with built-in cameras, and GPS trackers can help parents locate misplaced children. Teddy the Guardian is a plaything that enables parents to quickly check their child's temperature due to a vital sign sensor.
Toys that encourage STEM, or science, technology, engineering, and math, are a good option for parents who wish to use their child's fascination with technology as a teaching tool. A talent that is occasionally cited as essential for high-paying employment in IT is coding. Even smart toothbrushes, like Grush, turn seemingly boring tasks into games.
People and governments in the nation are consistently expanding their investments in the growth of the educational sector. According to Eurostat, Sweden's public spending on education accounted for 7.1% of the nation's overall GDP in 2017. Denmark also spent 7.3% of the nation's GDP during the same period. Additionally, 2.7% of Romania's GDP was spent on the education industry. Moreover, variables like increased birth rates, reduced infant mortality rates, and an expanding middle class in the region will bring forth profitable prospects for regional market players.
The Germany market dominated the Europe Connected Toys Market by Country in 2021; thereby, achieving a market value of $1,543.3 million by 2028. The UK market is exhibiting a CAGR of 18.2% during (2022-2028). Additionally, The France market would showcase a CAGR of 20.1% during (2022-2028).
Based on Application, the market is segmented into Education, Entertainment, and Other Applications. Based on Age Group, the market is segmented into Teenagers (13-19 years), 9-12 years, 6-8 years, and 1- 5 years. Based on Technology, the market is segmented into Wi-Fi, Bluetooth, and Others. Based on Interfacing Device, the market is segmented into PC/Laptop and Smartphone/Tablet. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Hasbro, Inc., Mattel, Inc., LEGO Group (KIRKBI A/S), VTech Holdings Limited, ROYBI, Pillar Learning, Ubtech Robotics Corp. Ltd., PlayShifu, Sphero, Inc. and Mainbot SAS
Scope of the Study
By Application
- Education
- Entertainment
- Other Applications
By Age Group
- Teenagers (13-19 years)
- 9-12 years
- 6-8 years
- 1- 5 years
By Technology
- Wi-Fi
- Bluetooth
- Others
By Interfacing Device
- PC/Laptop
- Smartphone/Tablet
By Distribution Channel
- Offline
- Online
By Country
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Key Market Players
List of Companies Profiled in the Report:
- Hasbro, Inc.
- Mattel, Inc.
- LEGO Group (KIRKBI A/S)
- VTech Holdings Limited
- ROYBI
- Pillar Learning
- Ubtech Robotics Corp. Ltd.
- PlayShifu
- Sphero, Inc.
- Mainbot SAS
Unique Offerings
- Exhaustive coverage
- The highest number of market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Europe Connected Toys Market by Application
Chapter 5. Europe Connected Toys Market by Age Group
Chapter 6. Europe Connected Toys Market by Technology
Chapter 7. Europe Connected Toys Market by Interfacing Device
Chapter 8. Europe Connected Toys Market by Distribution Channel
Chapter 9. Europe Connected Toys Market by Country
Chapter 10. Company Profiles
Companies Mentioned
- Hasbro, Inc.
- Mattel, Inc.
- LEGO Group (KIRKBI A/S)
- VTech Holdings Limited
- ROYBI
- Pillar Learning
- Ubtech Robotics Corp. Ltd.
- PlayShifu
- Sphero, Inc.
- Mainbot SAS
Methodology
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