The doll, toy, and game market size has grown strongly in recent years. It will grow from $129.89 billion in 2024 to $141.65 billion in 2025 at a compound annual growth rate (CAGR) of 9.1%. The growth in the historic period can be attributed to media and entertainment tie-ins, seasonal and holiday demand, globalization and licensing, parental influence on purchases, retail merchandising strategies.
The doll, toy, and game market size is expected to see strong growth in the next few years. It will grow to $195.79 billion in 2029 at a compound annual growth rate (CAGR) of 8.4%. The growth in the forecast period can be attributed to inclusive and diverse representation, e-commerce dominance, parental emphasis on stem toys, social media influence, global toy safety standards, rise of retro and nostalgic toys. Major trends in the forecast period include eco-friendly and sustainable toys, educational and steam toys, collectibles and limited editions, toy subscription services, robotics and coding toys.
The market for manufacturing dolls, toys, and games stands to benefit from the expected sustained economic growth in both developed and developing countries. According to the International Monetary Fund (IMF), global GDP grew by 3.3% in 2020 and by 3.4% in 2021. The projected rise in commodity prices, following a significant decline, is expected to be a key driver of economic expansion. The United States is anticipated to maintain stable economic growth over the forecast period. Additionally, emerging markets are forecasted to grow slightly faster than developed ones during this time. This increased economic growth is likely to stimulate both public and private investments, as well as foster joint ventures and foreign direct investments in end-user markets, thereby contributing to the market's growth throughout the forecast period.
The growth of online shopping and e-commerce platforms is anticipated to boost the doll, toy, and game market in the future. E-commerce, or electronic commerce, involves buying and selling goods and services as well as transmitting money or data through an electronic network, primarily the Internet. Dolls, toys, and games offer a visually appealing and interactive shopping experience online, effectively attracting and retaining customers on e-commerce platforms. They also utilize user reviews and recommendations, which enhance the decision-making process for consumers. For example, in November 2023, The International Trade Administration, a UK-based government agency, reported that U.S. consumer eCommerce now represents 36.3% of the total retail market in the UK (as of January 2021), with eCommerce revenue expected to reach $285.6 billion by 2025. Therefore, the rise in online shopping and e-commerce platforms is fueling the growth of the doll, toy, and game market.
NFC (Near Field Communication) technology is increasingly being incorporated into toys and games to enhance interaction and boost engagement. NFC allows phones to interact within a radius of approximately 4 cm, providing a wireless connection between devices. This technology is utilized through NFC stickers and inlays integrated into game controllers, consoles, physical toys, and cards. Users can easily link controllers and consoles during gameplay by tapping the NFC-enabled device. Products such as NFC-enabled game consoles, cars, and board games leverage this technology. For instance, Mattel introduced Hot Wheels id, allowing kids to race their NFC-enabled Hot Wheels on a smart track and scan their collections into a free iOS app. The app serves as a virtual garage where kids can monitor speed and laps using infrared sensors in the Hot Wheels Race Portal, connecting to classic Hot Wheels tracks. Other companies such as Sphero and Anki Drive also offer NFC-enabled cars.
Leading companies in the doll, toy, and game market are focused on developing innovative products like Barbie dolls to capture children's imaginations and address changing consumer preferences. Barbie dolls are fashion dolls designed as three-dimensional representations of young adult women, available in a variety of styles, professions, and themes that often mirror contemporary trends and cultural changes. They promote imaginative play by allowing children to explore different careers and scenarios, encourage inclusivity through a diverse selection of dolls, and serve as collectible items for enthusiasts. For example, in July 2024, Mattel, a U.S.-based manufacturing and entertainment company, introduced its first-ever blind Barbie doll. This addition to the Barbie Fashionistas line is specifically crafted for children with visual impairments and is a collaborative effort with the American Foundation for the Blind (AFB) to ensure authentic representation. Key features include a unique eye gaze and tactile clothing.
Major companies operating in the doll, toy, and game market include Sony Group Corporation, The Toy Quest Ltd., Nintendo Co.Ltd., The Lego Group, Bandai Namco Holdings Inc, Hasbro Inc., Mattel Inc., Bigjigs Toys Ltd., VTech Holdings Limited, Dorel Industries Inc., Funko Inc., Tomy Company Ltd., Fisher-Price, Brandstätter Group, Dream International Limited, Jakks Pacific Inc., Spin Master Corporation, Ravensburger AG, Sanrio Company Ltd., Playmates Toys Limited, LeapFrog Enterprises lnc., Hape International, MGA Entertainment Inc., Moose Toys Ltd., Goliath Games, Learning Resources Ltd., WowWee Group Limited, Epoch Co., Schleich GmbH, Crayola LLC, Gibsons Games Company, Hornby Railways, Basic Fun Inc.
Asia-Pacific was the largest region in the doll, toy, and game market in 2024. Western Europe was the second largest region in the doll, toy, and game market. The regions covered in the doll, toy, and game market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the doll, toy, and game market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.
The dolls, toys, and games market consists of sales of digital toys, online games, offline games, creative toys, educational toys, rubber material, and retail sales. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Dolls, toys, and games are playthings primarily designed for children, with dolls representing human or humanoid figures, while 'games' involve activities or sports where players compete, often requiring skill, knowledge, or luck while following established rules.
These items generally fall into two categories such as electronic toys and non-electronic toys. Electronic toys, responding to children's interactions with features such as music, vibrations, or graphics, are designed for young age groups. They are crafted from materials such as plastics, wood, metal, and others, forming various categories such as games and puzzles, infant and pre-school toys, construction toys, dolls and accessories, video games, among others. These products are commonly distributed through department stores, online platforms, and other retail channels.
The dolls, toys and games market research report is one of a series of new reports that provides dolls, toys and games market statistics, including dolls, toys and games industry global market size, regional shares, competitors with a dolls, toys and games market share, detailed dolls, toys and games market segments, market trends and opportunities, and any further data you may need to thrive in the dolls, toys and games industry. This dolls, toys and games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The doll, toy, and game market size is expected to see strong growth in the next few years. It will grow to $195.79 billion in 2029 at a compound annual growth rate (CAGR) of 8.4%. The growth in the forecast period can be attributed to inclusive and diverse representation, e-commerce dominance, parental emphasis on stem toys, social media influence, global toy safety standards, rise of retro and nostalgic toys. Major trends in the forecast period include eco-friendly and sustainable toys, educational and steam toys, collectibles and limited editions, toy subscription services, robotics and coding toys.
The market for manufacturing dolls, toys, and games stands to benefit from the expected sustained economic growth in both developed and developing countries. According to the International Monetary Fund (IMF), global GDP grew by 3.3% in 2020 and by 3.4% in 2021. The projected rise in commodity prices, following a significant decline, is expected to be a key driver of economic expansion. The United States is anticipated to maintain stable economic growth over the forecast period. Additionally, emerging markets are forecasted to grow slightly faster than developed ones during this time. This increased economic growth is likely to stimulate both public and private investments, as well as foster joint ventures and foreign direct investments in end-user markets, thereby contributing to the market's growth throughout the forecast period.
The growth of online shopping and e-commerce platforms is anticipated to boost the doll, toy, and game market in the future. E-commerce, or electronic commerce, involves buying and selling goods and services as well as transmitting money or data through an electronic network, primarily the Internet. Dolls, toys, and games offer a visually appealing and interactive shopping experience online, effectively attracting and retaining customers on e-commerce platforms. They also utilize user reviews and recommendations, which enhance the decision-making process for consumers. For example, in November 2023, The International Trade Administration, a UK-based government agency, reported that U.S. consumer eCommerce now represents 36.3% of the total retail market in the UK (as of January 2021), with eCommerce revenue expected to reach $285.6 billion by 2025. Therefore, the rise in online shopping and e-commerce platforms is fueling the growth of the doll, toy, and game market.
NFC (Near Field Communication) technology is increasingly being incorporated into toys and games to enhance interaction and boost engagement. NFC allows phones to interact within a radius of approximately 4 cm, providing a wireless connection between devices. This technology is utilized through NFC stickers and inlays integrated into game controllers, consoles, physical toys, and cards. Users can easily link controllers and consoles during gameplay by tapping the NFC-enabled device. Products such as NFC-enabled game consoles, cars, and board games leverage this technology. For instance, Mattel introduced Hot Wheels id, allowing kids to race their NFC-enabled Hot Wheels on a smart track and scan their collections into a free iOS app. The app serves as a virtual garage where kids can monitor speed and laps using infrared sensors in the Hot Wheels Race Portal, connecting to classic Hot Wheels tracks. Other companies such as Sphero and Anki Drive also offer NFC-enabled cars.
Leading companies in the doll, toy, and game market are focused on developing innovative products like Barbie dolls to capture children's imaginations and address changing consumer preferences. Barbie dolls are fashion dolls designed as three-dimensional representations of young adult women, available in a variety of styles, professions, and themes that often mirror contemporary trends and cultural changes. They promote imaginative play by allowing children to explore different careers and scenarios, encourage inclusivity through a diverse selection of dolls, and serve as collectible items for enthusiasts. For example, in July 2024, Mattel, a U.S.-based manufacturing and entertainment company, introduced its first-ever blind Barbie doll. This addition to the Barbie Fashionistas line is specifically crafted for children with visual impairments and is a collaborative effort with the American Foundation for the Blind (AFB) to ensure authentic representation. Key features include a unique eye gaze and tactile clothing.
Major companies operating in the doll, toy, and game market include Sony Group Corporation, The Toy Quest Ltd., Nintendo Co.Ltd., The Lego Group, Bandai Namco Holdings Inc, Hasbro Inc., Mattel Inc., Bigjigs Toys Ltd., VTech Holdings Limited, Dorel Industries Inc., Funko Inc., Tomy Company Ltd., Fisher-Price, Brandstätter Group, Dream International Limited, Jakks Pacific Inc., Spin Master Corporation, Ravensburger AG, Sanrio Company Ltd., Playmates Toys Limited, LeapFrog Enterprises lnc., Hape International, MGA Entertainment Inc., Moose Toys Ltd., Goliath Games, Learning Resources Ltd., WowWee Group Limited, Epoch Co., Schleich GmbH, Crayola LLC, Gibsons Games Company, Hornby Railways, Basic Fun Inc.
Asia-Pacific was the largest region in the doll, toy, and game market in 2024. Western Europe was the second largest region in the doll, toy, and game market. The regions covered in the doll, toy, and game market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the doll, toy, and game market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.
The dolls, toys, and games market consists of sales of digital toys, online games, offline games, creative toys, educational toys, rubber material, and retail sales. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Dolls, toys, and games are playthings primarily designed for children, with dolls representing human or humanoid figures, while 'games' involve activities or sports where players compete, often requiring skill, knowledge, or luck while following established rules.
These items generally fall into two categories such as electronic toys and non-electronic toys. Electronic toys, responding to children's interactions with features such as music, vibrations, or graphics, are designed for young age groups. They are crafted from materials such as plastics, wood, metal, and others, forming various categories such as games and puzzles, infant and pre-school toys, construction toys, dolls and accessories, video games, among others. These products are commonly distributed through department stores, online platforms, and other retail channels.
The dolls, toys and games market research report is one of a series of new reports that provides dolls, toys and games market statistics, including dolls, toys and games industry global market size, regional shares, competitors with a dolls, toys and games market share, detailed dolls, toys and games market segments, market trends and opportunities, and any further data you may need to thrive in the dolls, toys and games industry. This dolls, toys and games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Doll, Toy, and Game Market Characteristics3. Doll, Toy, and Game Market Trends and Strategies4. Doll, Toy, and Game Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market68. Global Doll, Toy, and Game Market Competitive Benchmarking and Dashboard69. Key Mergers and Acquisitions in the Doll, Toy, and Game Market70. Recent Developments in the Doll, Toy, and Game Market
5. Global Doll, Toy, and Game Growth Analysis and Strategic Analysis Framework
6. Doll, Toy, and Game Market Segmentation
7. Doll, Toy, and Game Market Regional and Country Analysis
8. Asia-Pacific Doll, Toy, and Game Market
9. China Doll, Toy, and Game Market
10. India Doll, Toy, and Game Market
11. Japan Doll, Toy, and Game Market
12. Australia Doll, Toy, and Game Market
13. Indonesia Doll, Toy, and Game Market
14. South Korea Doll, Toy, and Game Market
15. Bangladesh Doll, Toy, and Game Market
16. Thailand Doll, Toy, and Game Market
17. Vietnam Doll, Toy, and Game Market
18. Malaysia Doll, Toy, and Game Market
19. Singapore Doll, Toy, and Game Market
20. Philippines Doll, Toy, and Game Market
21. Hong Kong Doll, Toy, and Game Market
22. New Zealand Doll, Toy, and Game Market
23. Western Europe Doll, Toy, and Game Market
24. UK Doll, Toy, and Game Market
25. Germany Doll, Toy, and Game Market
26. France Doll, Toy, and Game Market
27. Italy Doll, Toy, and Game Market
28. Spain Doll, Toy, and Game Market
29. Spain Doll, Toy, and Game Market
30. Austria Doll, Toy, and Game Market
31. Belgium Doll, Toy, and Game Market
32. Denmark Doll, Toy, and Game Market
33. Finland Doll, Toy, and Game Market
34. Ireland Doll, Toy, and Game Market
35. Netherlands Doll, Toy, and Game Market
36. Norway Doll, Toy, and Game Market
37. Portugal Doll, Toy, and Game Market
38. Sweden Doll, Toy, and Game Market
39. Switzerland Doll, Toy, and Game Market
40. Eastern Europe Doll, Toy, and Game Market
41. Russia Doll, Toy, and Game Market
42. Czech Republic Doll, Toy, and Game Market
43. Poland Doll, Toy, and Game Market
44. Romania Doll, Toy, and Game Market
45. Ukraine Doll, Toy, and Game Market
46. North America Doll, Toy, and Game Market
47. USA Doll, Toy, and Game Market
48. Canada Doll, Toy, and Game Market
50. South America Doll, Toy, and Game Market
51. Brazil Doll, Toy, and Game Market
52. Chile Doll, Toy, and Game Market
53. Argentina Doll, Toy, and Game Market
54. Colombia Doll, Toy, and Game Market
55. Peru Doll, Toy, and Game Market
56. Middle East Doll, Toy, and Game Market
57. Saudi Arabia Doll, Toy, and Game Market
58. Israel Doll, Toy, and Game Market
59. Iran Doll, Toy, and Game Market
60. Turkey Doll, Toy, and Game Market
61. United Arab Emirates Doll, Toy, and Game Market
62. Africa Doll, Toy, and Game Market
63. Egypt Doll, Toy, and Game Market
64. Nigeria Doll, Toy, and Game Market
65. South Africa Doll, Toy, and Game Market
66. Doll, Toy, and Game Market Competitive Landscape and Company Profiles
67. Doll, Toy, and Game Market Other Major and Innovative Companies
71. Doll, Toy, and Game Market High Potential Countries, Segments and Strategies
72. Appendix
Executive Summary
Doll, Toy, and Game Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on doll, toy, and game market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for doll, toy, and game? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The doll, toy, and game market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Type: Electronic Toys; Non-Electronic Toys2) By Product Type: Games and Puzzles; Infant and Pre-School Toys; Construction Toys; Dolls and Accessories; Video Games; Other Product Types
3) By Material: Plastics; Wood; Metal; Other Materials
4) By Distribution Channel: Departmental Stores; Online; Other Distribution Channels
Subsegments:
1) By Electronic Toys: Educational Electronic Toys; Remote-Controlled Toys; Interactive Plush Toys; Video Game Consoles and Accessories2) By Non-Electronic Toys: Action Figures; Dolls and Dollhouses; Building Blocks and Construction Sets; Board Games and Puzzles; Arts and Crafts Kits
Key Companies Mentioned: Sony Group Corporation; the Toy Quest Ltd.; Nintendo Co.Ltd.; the Lego Group; Bandai Namco Holdings Inc
Countries: Australia; China; India; Indonesia; Japan; South Korea; Bangladesh; Thailand; Vietnam; Malaysia; Singapore; Philippines; Hong Kong; New Zealand; USA; Canada; Mexico; Brazil; Chile; Argentina; Colombia; Peru; France; Germany; UK; Austria; Belgium; Denmark; Finland; Ireland; Italy; Netherlands; Norway; Portugal; Spain; Sweden; Switzerland; Russia; Czech Republic; Poland; Romania; Ukraine; Saudi Arabia; Israel; Iran; Turkey; UAE; Egypt; Nigeria; South Africa
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Sony Group Corporation
- The Toy Quest Ltd.
- Nintendo Co.Ltd.
- The Lego Group
- Bandai Namco Holdings Inc
- Hasbro Inc.
- Mattel Inc.
- Bigjigs Toys Ltd.
- VTech Holdings Limited
- Dorel Industries Inc.
- Funko Inc.
- Tomy Company Ltd.
- Fisher-Price
- Brandstätter Group
- Dream International Limited
- Jakks Pacific Inc.
- Spin Master Corporation
- Ravensburger AG
- Sanrio Company Ltd.
- Playmates Toys Limited
- LeapFrog Enterprises lnc.
- Hape International
- MGA Entertainment Inc.
- Moose Toys Ltd.
- Goliath Games
- Learning Resources Ltd.
- WowWee Group Limited
- Epoch Co.
- Schleich GmbH
- Crayola LLC
- Gibsons Games Company
- Hornby Railways
- Basic Fun Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 250 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 141.65 Billion |
Forecasted Market Value ( USD | $ 195.79 Billion |
Compound Annual Growth Rate | 8.4% |
Regions Covered | Global |
No. of Companies Mentioned | 33 |