おもちゃの世界市場2022年-2026年

調査会社Technavio社が発行したリサーチレポート(データ管理コード:IRTNTR71458)
◆英語タイトル:Global Toy Market 2022-2026
◆発行会社/調査会社:Technavio
◆商品コード:IRTNTR71458
◆発行日:2021年11月3日
◆調査対象地域:アジア太平洋、北米、ヨーロッパ、南米、中東・アフリカ
◆産業分野:エンターテイメント
◆ページ数:約120
◆レポート言語:英語
◆レポート形式:PDF
◆納品方式:Eメール(受注後24時間以内)
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★グローバルリサーチ資料[おもちゃの世界市場2022年-2026年]についてメールでお問い合わせはこちら
テクナビオ社は、おもちゃの世界市場規模が2022年~2026年まで年平均2.64%成長し、146.2億ドルに達すると予測しています。本市場調査資料では、世界のおもちゃ市場について調査し、エグゼクティブサマリー、市場状況、市場規模、ファイブフォース分析、流通チャネル別(オフライン、オンライン)分析、顧客状況、地域別状況、企業状況、企業分析などを掲載しています。
・エグゼクティブサマリー
・市場状況
・市場規模
・ファイブフォース分析
・おもちゃの世界市場規模:流通チャネル別(オフライン、オンライン)
・顧客状況
・地域別状況
・企業状況
・企業分析
*** レポート概要(サマリー)***

Global Toy Market 2022-2026
Technavio has been monitoring the toy market and it is poised to grow by $ 14.62 bn during 2022-2026, progressing at a CAGR of 2.64% during the forecast period. Our report on the toy market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the presence of toy gifting culture and the emergence of eco-friendly toys. In addition, the presence of toy gifting culture is anticipated to boost the growth of the market as well.
The toy market analysis includes the distribution channel segment and geographic landscape.

Technavio’s toy market is segmented as below:
By Distribution Channel
• offline
• online

By Geographical Landscape
• APAC
• North America
• Europe
• South America
• MEA

This study identifies the increasing personal disposable income and rising middle-class populationas one of the prime reasons driving the toy market growth during the next few years.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters.

Our report on toy market covers the following areas:
• Toy market sizing
• Toy market forecast
• Toy market industry analysis

Technavio’s robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading toy market vendors that include AOSHIMA BUNKA KYOZAI Co,.Ltd., Bandai Namco Holdings Inc., Dream International Ltd., Hasbro Inc., LEGO System AS, Mattel Inc., Moose Enterprise Pty. Ltd., Spin Master Corp., TOMY Co. Ltd., and Tru Kids Brand. Also, the toy market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors. For further information on this report, please visit – https://www.technavio.com/report/toy-market-industry-analysis
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research – both primary and secondary. Technavio’s market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

*** レポート目次(コンテンツ)***

• Executive Summary
o Market overview
• Market Landscape
o Market ecosystem
o Value chain analysis
• Market Sizing
o Market definition
o Market segment analysis
o Market size 2021
o Market outlook: Forecast for 2021 – 2026
• Five Forces Analysis
o Bargaining power of buyers
o Bargaining power of suppliers
o Threat of new entrants
o Threat of substitutes
o Threat of rivalry
o Market condition
• Market Segmentation by Distribution channel
o Market segments
o Comparison by Distribution channel
o Offline – Market size and forecast 2021-2026
o Online – Market size and forecast 2021-2026
o Market opportunity by Distribution channel
• Customer landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC – Market size and forecast 2021-2026
o North America – Market size and forecast 2021-2026
o Europe – Market size and forecast 2021-2026
o South America – Market size and forecast 2021-2026
o MEA – Market size and forecast 2021-2026
o Key leading countries
o Market opportunity By Geographical Landscape
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor landscape
o Landscape disruption
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Bandai Namco Holdings Inc.
o Dream International Ltd.
o Hasbro Inc.
o LEGO System AS
o Mattel Inc.
o Moose Enterprise Pty. Ltd.
o Spin Master Corp.
o TOMY Co. Ltd.
o Tru Kids Brand
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibits
• 1: Key Finding 1
• 2: Key Finding 2
• 3: Key Finding 3
• 4: Key Finding 5
• 5: Key Finding 6
• 6: Key Finding 7
• 7: Key Finding 8
• 8: Parent market
• 9: Market characteristics
• 10: Offerings of vendors included in the market definition
• 11: Market segments
• 12: Global – Market size and forecast 2021 – 2026 ($ billion)
• 13: Global market: Year-over-year growth 2021 – 2026 (%)
• 14: Five forces analysis 2021 & 2026
• 15: Bargaining power of buyers
• 16: Bargaining power of suppliers
• 17: Threat of new entrants
• 18: Threat of substitutes
• 19: Threat of rivalry
• 20: Market condition – Five forces 2021
• 21: Distribution channel – Market share 2021-2026 (%)
• 22: Comparison by Distribution channel
• 23: Offline – Market size and forecast 2021-2026 ($ billion)
• 24: Offline – Year-over-year growth 2021-2026 (%)
• 25: Online – Market size and forecast 2021-2026 ($ billion)
• 26: Online – Year-over-year growth 2021-2026 (%)
• 27: Market opportunity by Distribution channel
• 28: Customer landscape
• 29: Market share By Geographical Landscape 2021-2026 (%)
• 30: Geographic comparison
• 31: APAC – Market size and forecast 2021-2026 ($ billion)
• 32: APAC – Year-over-year growth 2021-2026 (%)
• 33: North America – Market size and forecast 2021-2026 ($ billion)
• 34: North America – Year-over-year growth 2021-2026 (%)
• 35: Europe – Market size and forecast 2021-2026 ($ billion)
• 36: Europe – Year-over-year growth 2021-2026 (%)
• 37: South America – Market size and forecast 2021-2026 ($ billion)
• 38: South America – Year-over-year growth 2021-2026 (%)
• 39: MEA – Market size and forecast 2021-2026 ($ billion)
• 40: MEA – Year-over-year growth 2021-2026 (%)
• 41: Key leading countries
• 42: Market opportunity By Geographical Landscape ($ billion)
• 43: Impact of drivers and challenges
• 44: Vendor landscape
• 45: Landscape disruption
• 46: Industry risks
• 47: Vendors covered
• 48: Market positioning of vendors
• 49: AOSHIMA BUNKA KYOZAI Co,.Ltd. – Overview
• 50: AOSHIMA BUNKA KYOZAI Co,.Ltd. – Product and service
• 51: AOSHIMA BUNKA KYOZAI Co,.Ltd. – Key offerings
• 52: AOSHIMA BUNKA KYOZAI Co,.Ltd. – Key customers
• 53: AOSHIMA BUNKA KYOZAI Co,.Ltd. – Segment focus
• 54: Bandai Namco Holdings Inc. – Overview
• 55: Bandai Namco Holdings Inc. – Business segments
• 56: Bandai Namco Holdings Inc. – Key offerings
• 57: Bandai Namco Holdings Inc. – Key customers
• 58: Bandai Namco Holdings Inc. – Segment focus
• 59: Dream International Ltd. – Overview
• 60: Dream International Ltd. – Product and service
• 61: Dream International Ltd. – Key offerings
• 62: Dream International Ltd. – Key customers
• 63: Dream International Ltd. – Segment focus
• 64: Hasbro Inc. – Overview
• 65: Hasbro Inc. – Business segments
• 66: Hasbro Inc. – Key offerings
• 67: Hasbro Inc. – Key customers
• 68: Hasbro Inc. – Segment focus
• 69: LEGO System AS – Overview
• 70: LEGO System AS – Product and service
• 71: LEGO System AS – Key offerings
• 72: LEGO System AS – Key customers
• 73: LEGO System AS – Segment focus
• 74: Mattel Inc. – Overview
• 75: Mattel Inc. – Business segments
• 76: Mattel Inc. – Key offerings
• 77: Mattel Inc. – Key customers
• 78: Mattel Inc. – Segment focus
• 79: Moose Enterprise Pty. Ltd. – Overview
• 80: Moose Enterprise Pty. Ltd. – Product and service
• 81: Moose Enterprise Pty. Ltd. – Key offerings
• 82: Moose Enterprise Pty. Ltd. – Key customers
• 83: Moose Enterprise Pty. Ltd. – Segment focus
• 84: Spin Master Corp. – Overview
• 85: Spin Master Corp. – Business segments
• 86: Spin Master Corp. – Key offerings
• 87: Spin Master Corp. – Key customers
• 88: Spin Master Corp. – Segment focus
• 89: TOMY Co. Ltd. – Overview
• 90: TOMY Co. Ltd. – Business segments
• 91: TOMY Co. Ltd. – Key offerings
• 92: TOMY Co. Ltd. – Key customers
• 93: TOMY Co. Ltd. – Segment focus
• 94: Tru Kids Brand – Overview
• 95: Tru Kids Brand – Product and service
• 96: Tru Kids Brand – Key offerings
• 97: Tru Kids Brand – Key customers
• 98: Tru Kids Brand – Segment focus
• 99: Currency conversion rates for US$
• 100: Research Methodology
• 101: Validation techniques employed for market sizing
• 102: Information sources
• 103: List of abbreviations



*** 掲載企業 ***

AOSHIMA BUNKA KYOZAI Co,.Ltd., Bandai Namco Holdings Inc., Dream International Ltd., Hasbro Inc., LEGO System AS, Mattel Inc., Moose Enterprise Pty. Ltd., Spin Master Corp., TOMY Co. Ltd., Tru Kids Brand

*** 免責事項 ***
https://www.globalresearch.co.jp/disclaimer/


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※当市場調査資料(IRTNTR71458 )"おもちゃの世界市場2022年-2026年" (英文:Global Toy Market 2022-2026)はTechnavio社が調査・発行しており、H&Iグローバルリサーチが販売します。


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