全球玩具市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5汕頭_第1頁(yè)
全球玩具市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5汕頭_第2頁(yè)
全球玩具市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5汕頭_第3頁(yè)
全球玩具市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5汕頭_第4頁(yè)
全球玩具市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5汕頭_第5頁(yè)
已閱讀5頁(yè),還剩82頁(yè)未讀, 繼續(xù)免費(fèi)閱讀

下載本文檔

版權(quán)說(shuō)明:本文檔由用戶(hù)提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請(qǐng)進(jìn)行舉報(bào)或認(rèn)領(lǐng)

文檔簡(jiǎn)介

INDUSTRIES

&

MARKETSToys

&

Hobbies:

market

data

&analysisMarket

InsightsreportAugust

2023Table

of

ContentsMarket

OutlookOverviewAppendix04081219213138ProductOverviewAuthor8687MarketSizeMarketInsightsMarketDriversConsumerInsightsTrendsKeyPlayersMarketsToys&GamesMusicalInstrumentSportsEquipment4659722MARKET

INSIGHTSThis

report

is

part

ofour

Market

Insights

productGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinterface,download(XLS,

PDF,PPT),or

reports.Benefitfromour48-hourcustomerservice

guarantee.?

10

sectors:

advertising&media,consumers,countries,digital

sector,finance,health,

industrialsector,mobility,andtechnology?

1,000+

markets,

e.g.,

FinTech,Food,or

Robotics?

KPIs,

e.g.,

revenue,marketshares,prices,andvolume?

Features:Compare

countries®ions,

change

currencies,

selectvisualizations,

and/or

customize

downloads?

Usecases:

sales

planning,

investment

decision

support,resourceallocation,andportfolio

management10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:https://www.Goto

Market

Insightscom/outlook/3CHAPTER

01Market

Overview?

Market

definition?

Market

segmentation?

Key

takeawaysThe

Toys&

Hobbymarketoffers

diverse

products

for

entertainment,

education,and

leisure,

driven

by

engagement,

skill

development,

and

social

interactionOverview:

Market

definitionMarket

definitionInscopeOutof

scopeTheToys&Hobby

market

refers

to

awide

range

ofproducts

designed

forentertainment,

leisure,

andeducational

purposes.

Thismarket

includesseveralcategories,

suchastraditionaltoysandgames,

musical

instruments,andsportsequipment.

Themarket

isdriven

by

thedemand

forproducts

thatoffer

engagingexperiences

and

promote

skill

development,

creativity,

andsocial

interactionamong

individualsofdifferent

agesand

backgrounds.

Key

trendsinthemarketincludetheadoption

oftechnology,

the

focuson

sustainability,

therise

ofe-commerce

channels,customization,

subscription

services,

educational

value,

andhealthandwellness.Thismarket

includes:Thismarket

excludes:?

Traditional

toysand

games,

suchasdolls,model

vehicles,

buildingblocks,puzzles,

actionfigures,board

games

and

educational

toys?

Digitalgames

software

&gaminghardware?

Musicsoftware

andapps,suchasAbleton

Live,GarageBand

andSerato

DJ?

Musical

instruments,

suchaspianos,violins,guitars,drums,musice

production

devices

andaccessories

ofmusical

instruments?

Sportsapparel

andfootwear?

Gardening

tools,

outdoor

furnitureanddo-it-yourself

kits?

Sportsequipment,suchas

skis,surfboards,tennisrackets,

balls,golf

clubs,gymsystems,

tentsandfishingequipment?

Gambling

equipment,suchasroulette

wheels,

roulette

tables,slotmachines

and

poker

tables5Sources:Market

Insights

2023Toys

&

Hobbymarket

consists

of

three

sub-segmentsOverview:

Market

segmentationToys&GamesToys&HobbySportsEquipmentMusical

Instruments6With

60%,

the

Toys

&

Games

segment

accounts

for

the

biggest

share

in

the

Toys&

HobbymarketOverview:

Key

takeawaysHighlightsTheToys&Games

segment

accountsforthebiggest

share,representing

more

thanhalfoftotalsales.

Overall,

Toys

&Hobbyproducts

generated

US$310.7

billioninsales

worldwide

in2022.

Theglobal

average

revenue

per

capita

for

theToys

&Hobby

products

market

was

US$40.75.TheToys&Hobby

market

ismostly

driven

byconsumer

spendingingeneral.Consumer

spending

includesvariousfactors,suchas

percapitaincome,

householddebtlevels,

and

consumer

expectations.

Worldwide,

thespendingon

recreationandculturewill

increase

ataCAGR(1)

of

6.2%

between

2021

and

2026.Themarket

isdominated

byafew

key

players

suchasLEGO,BandaiNamco,SumitoRubberIndustriesandYamaha.

Withmore

thanUS$8.4bn

in2021,

LEGOhasthehighest

toy

salesamong

thecompanies,

followed

BandaiNamco

withUS$6.6bn.7Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:CHAPTER

02Market

Size?

Worldwide

revenue?

Worldwide

average

revenue

per

capita?

Worldwide

market

volume?

Worldwide

volume

percapita?

Worldwide

average

price

perunit?

Worldwide

saleschannelWorldwide

Toys

&

Hobby

revenue

will

reach

US$422

billion

by

2028Market

size:

Worldwide

(1/3)Revenue

inbillionUS$4224044.8%(1)385367349330311291273270264201820192020202120222023202420252026202720289Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:Average

revenue

percapita

for

the

Toys&

Hobbymarket

is

estimated

toincrease

at

a

CAGR(1)

of

3.9%

from

2018

to

2028Market

Size:

Worldwide

(2/3)Averagerevenue

percapita

inUS$52.850.93.9%(1)48.946.945.043.040.838.535.936.236.42018201920202021202220232024202520262027202810

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Offline

sales

continue

to

dominate

the

global

Toys

&

Hobby

marketMarket

Size:

Worldwide

(3/3)Online/offlinerevenue

distribution15.016.421.224.323.924.175.925.827.828.228.885.083.578.875.776.174.272.271.871.22018201920202021202220232024202520262027OfflineOnline11Sources:Market

Insights

2023CHAPTER

03Market

Insights?

Analystopinion?

Worldwide

market

comparison?

Regional

comparison?

Country-level

comparisonGlobal

trends,

such

as

digitalization

and

VR,

have

a

strong

impact

on

the

Toys&HobbymarketMarket

Insights:Analyst

opinionTheToys&Hobby

market

ismostly

driven

byconsumer

spendingingeneral.Thefollowing

trendscurrently

shapethemarket

and

are

theindustry’sanswer

to

aConsumer

spending

includesvariousfactors,such

as

percapitaincome,

household

changingconsumer

interest:

STEMtoys,aimed

to

teach

kidstech

skillsand

mathindebtlevels,

and

consumer

expectations.

Worldwide,

thespendingon

recreationandculturewill

increase

ataCAGRof6.2%

between

2021

and2026.anamusingway,

aretakingoff.Inadditionto

that,

virtual

and

augmented

realitycanbegamechangers

inthevideogames

industry.Foracloser

look

digitalizationhaveastrong

presence

inthemarket,

on

consumersperspectives

inrecent

years,

we

asked

people

intheU.S.

abouttheirpreferencesconcerning

toys.

Ourresearch

shows

thatthegeneral

trend

ofwith

29%

ofsurveyed

preferring

online

purchases,and40%

usingbothonlineandofflinechannels

equally.

Further,we

foundoutthatelectronic

devices

takechildren’snumber-one

toyspot

regardless

of

theirage.Themarket

isdominated

byafew

key

players

suchasLEGO,BandaiNamco,SumitoRubberIndustriesandYamaha.

Withmore

thanUS$8.4bn

in2021,

LEGOhasthehighest

toy

salesamong

thecompanies,

followed

BandaiNamco

withUS$6.6bn.13Sources:Market

Insights

2023The

Musical

Instruments

market

has

the

highestgrowth

potential

with

a

CAGR(1)of

9.1%

from

2022

to

2028Market

Insights:Worldwide

market

comparisonRevenue

inbillionUS$+6.3%(1)216+2.5%(1)150143123+9.1%(1)6438SportsEquipmentsToys&GamesMusical

Instruments2022202814

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

revenue

of

US$

137.5

billion,

Asia

is

the

biggest

market

among

selectedregions,

in

2022Market

Insights:Regional

comparison

(1/2)Revenue

inbillionUS$+6.2%(1)197.4+4.4%(1)137.5113.9+3.0%(1)87.874.2+8.9%(1)62.1+3.1%(1)31.218.74.55.42022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia&Oceania15

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

average

revenue

per

capita

of

US$

105.6,

Australia

is

the

biggestmarketamong

selected

regions,

in

2022Market

Insights:Regional

comparison

(2/2)Averagerevenue

percapita

inUS$+2.0%(1)119.1+3.8%(1)109.3+3.0%(1)105.688.087.573.5+5.6%(1)+6.5%(1)42.530.622.015.12022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia&Oceania16

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

a

revenue

of

US$59.5

billion,

the

United

States

has

the

biggest

Toys

&Hobbymarket

in

2022Market

Insights:Country-level

comparison

(1/2)Revenue

inbillionUS$+6.8%(1)+4.3%(1)87.876.559.559.2+2.6%(1)+3.6%(1)+1.4%(1)10.411.18.98.18.89.02022202820222028202220282022202820222028United

StatesChinaGermanyFranceUnited

Kingdom17

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023The

United

States

has

the

highest

average

revenue

per

capita,

amounting

toUS$175.8

in

2022Market

Insights:Country-level

comparison

(2/2)Averagerevenue

percapita

inUS$+3.8%(1)219.4+3.3%(1)175.8+1.2%(1)134.8+2.7%(1)125.9161.5133.3125.2107.1+6.8%(1)61.541.320222028202220282022

2028Germany2022202820222028United

StatesChinaFranceUnited

Kingdom18

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023CHAPTER

04Market

Drivers?

Consumer

spendingIn2021,

consumer

spending

in

the

United

States

reached

US$47,160Market

Drivers:

Consumer

spending(1/2)Consumer

spending

isthe

average

percapitaspendingof

privatehouseholds.Consumer

spending

isinfluenced

byvarious

factors.

Key

determinants

includeincome,

household

debt

levels,

andconsumer

expectations.

Asdisposable

incomelevels

areconstantlyincreasing,

demand

isgrowing

aswell,

andwith

ittheeconomy

as

awhole(1).

Inaddition,per

capita

income

alsoplaysasignificantrole.

Itindicateshow

muchmoney

each

person

hastospendon

average.

Per

capitaincome

sheds

lighton

howthestandardoflivingdevelops

over

the

years.

Thisisparticularly

important

forproducts

generally

used

forleisure

activities,suchastoysandhobbyproducts.Consumerspending

percapitainUS$

in2021U.S.47,160UK26,620Thelevel

of

household

debt,especially

inrelation

tothedisposable

income,

showshow

muchpeople

really

haveleft

to

spend.

Household

debtlevels

havereachednew

heights,and

especially

theincreasing

healthcare

costshavecontributed

to

theworldwide

rise

indebt.Consumer

confidence

alsoimpactsconsumer

spending.Depending

on

how

confident

people

are,they

spend

theirmoney

or

they

savetheirmoney.

Inother

words,

itincludespeople's

expectations

of

thecountry's

economicdevelopment,

howtheprices

will

develop

and

ifaninflationislikely

to

happen.Themore

stabletheeconomic

situation,themore

confidently

people

spendtheirmoney.GermanyFranceItaly23,67022,33020,18020

Notes:Sources:(1)

Only

if

the

economy

can

withstand

the

demandMarket

Insights

2023,

DigitalMarket

Insights

2023,

United

NationsWorldwide

spending

on

recreation

and

culture

will

increase

at

CAGR

of

6.2%between

2021

and2026Market

Drivers:

Consumer

spending(2/2)Global(1)

consumerspending

CAGR(2)

2021-2026National

statisticaloffices

estimate

the

consumption

ofprivate

households

aspartof

theirmission

tomeasure

economic

activity

atlarge.

Consumption

expenditurecanbeclassified

according

to

theClassificationof

IndividualConsumption

byPurpose

(COICOP)into

twelve

categories,

which

canbeseen

inthediagramon

theright.Restaurants,

hotelsRecreation,

cultureEducation866Transport6Thediagramshows

theprojected

average

growth

ratesof

globalconsumerspendingbycategory

up

totheyear

2026.

Spendingonrecreation

and

cultureisforecast

togrow

ataCAGR(2)

of6.2%,

which

is

ahighergrowth

ratethan

theone

foralcohol,

and

tobacco.

Spendingon

RestaurantsandHotels

isforecast

tohavethehighest

growth,

ataCAGR(2)

of8.1%.Health5Clothing,footwearWeighted

averageFoodstuffs,beverages(at

home)Household(3)555While

education

and

healthare

mostly

born

out

ofactualand

perceived

necessity,thegrowth

inspending

onrecreation

and

cultureindicatesthewillingness

ofconsumers

worldwide

tospendmore

on

leisure

and

culturalimmersion.44HouseholdCommunicationMiscellaneous(4)Alcohol,

tobacco44321

Notes:Sources:(1)

Only

countries

listed

in

the

Consumer

MarketOutlook;

(2)

CAGR:

Compound

Annual

GrowthRate;(3)

Servicesforroutine

household

maintenance

arealsoincluded;(4)

Personalcare,prostitution,

personaleffects,

social

protection,

insurance,

financial

services,

other

servicesMarket

Insights

2023,DigitalMarket

Insights

2023,

United

NationsCHAPTER

05Consumer

Insights?

Summary?

Interest

intoys&babyproducts?

Use

ofboard

games

&card

games?

Brand

awareness?

Relevance

oflow

price?

Onlinepurchase?

SportsequipmentThe

toy

market

is

going

digitalConsumer

Insights:SummaryInthischapter,we

will

focuson

thetoysmarket

invariouscountries

usingdataavailableintheGlobal

Consumer

Survey

andonsports

equipment

for

theU.Sandpurchasethenewest

app

toplaywith.Parentswish

to

encourage

childdevelopment

and

education

even

duringplaytimeandgo

for

expensive

STEM(1)-toys.Germany

with

help

ofthedata

availableintheContentSpecial:

Sports&Fitness.Global

Consumer

Survey-Discover

now

thetruedrivers

behindtoy

purchases,find

out

abouttherelevance

ofdifferent

toy

categories

suchas

cardandboard

games,andread

abouttherole

ofageappropriateness

and

toy

purchasesituationsingeneral.There

is

nothing

sweeter

than

achild‘slaugh

andparentsarewilling

togofartomake

theirchildren

happy,

especially

when

itcomes

tospending.Thetoy

industryisbooming.

Worldwide

revenue

intheToys

&Games

segment

amountstomorethan

US$382.5bn

in2021,

whilst

anequally

impressive

revenue

ofUS$137bn

wasgenerated

intheSportsEquipmentsegment

inthesame

timeperiod.Atripto

atoy

store

canbelikeamini

vacation

forkids.However,

chainslikeToys

RUs,known

fortheirenormous

retail

stores,

areclosing

dueto

thetake-over

ofeCommerce

anditscomfortable

onlineshops.

Digitalizationdoes

notonly

strikewhen

itcomes

topurchasechannels,but

italsoinfluences

theimportance

oftoycategories.

Electronic

devices

havebecome

highly

popularamong

children

andparents.

Thechildren

wish

tofollow

thelatest

trendsandurgetheirparentsto23

Notes:Sources:(1)

STEM

stands

forScience,

Technology,

Engineering,

and

MathGlobalConsumer

Survey

-Content

Special:

Sports&Fitness

2021;

:Global

Consumer

Survey

2021;Consumer

Market

Insights

2022On

average,

18%

of

consumers

are

interested

in

Toys

&

Baby

productsConsumer

Insights:Interest

intoys&babyproductsShare

ofconsumersinterestedinToys&baby

products?18%Poland30%26%IndiaSouthAfricaBrazil25%24%Italy23%21%UnitedKingdomMexico20%19%NigeriaUnitedStatesFrance18%18%18%ChileGermanySweden17%17%17%AustraliaAustria16%16%ArgentinaNetherlandsMoroccoCanada15%15%14%14%14%SpainChinaJapan8%8%SouthKorea24

Notes:Sources:Question:

Which

ofthese

products

and

servicesareyouinterested

in?(multi

pick);

n=333,072GlobalConsumer

Survey

as

of2021Especially

in

Asia

the

popularity

of

board

games

&

card

games

is

relatively

low

incomparison

to

othersConsumer

Insights:Use

ofboard

games

&card

gamesShare

ofconsumerswho

playboard

games&card

games?19%MexicoUnitedStatesCanada25%25%North

AmericaEurope23%Spain21%21%PolandFinland20%UnitedKingdomFrance18%23%23%GermanyAustria21%SwedenNetherlandsItaly19%19%20%20%IndiaChina17%17%Asia

&AustraliaSouthKoreaAustraliaJapan8%20%6%BrazilChile19%South

AmericaAfrica21%ArgentinaNigeria25%25%SouthAfricaMorocco7%25

Notes:Sources:Question:

When

it

comesto

videos

and

games,it

is

important

tome

togetthe

best

image

and

sound

quality

(multi

pick);

n=333,072GlobalConsumer

Survey

as

of2021Toys

&

baby

product

brands

are

not

very

well

knownamongst

Americans,Frenchand

GermansConsumer

Insights:Brand

awareness

(1/2)Toys&babyproductsbrandaware

vsnotbrandaware9%11%13%87%89%91%Toys&baby

products

brandawareNot

brandaware26

Notes:Sources:Recode

based

onBrandawareness

by

category;single-pick;

n=

12,192+

(FR);n=

33,166

(DE);n=

55,275

(U.S)GlobalConsumer

Survey

as

of202135%

of

Italians

pay

attention

to

brands

when

buying

cosmetics

and

body

careConsumer

Insights:Brand

awareness

(2/2)Brand

awareness

of

cosmetics

&bodycareItaly35%SpainChina33%32%FranceU.S.29%28%28%CanadaUK25%24%SwitzerlandGermanyAustria22%22%27

Notes:Sources:Question:

Inwhich

ofthese

categoriesdo

youpay

particular

attention

to

brands?";multi

pick;

Respondents

paying

attention

to

the

brand

ofcosmetics

&body

care;Multi

Pick;

n=

110,343GlobalConsumer

Survey

as

of202118%

of

French

consumers

find

low

priced

products

important

when

shoppingfor

toys

&

babyproductsConsumer

Insights:Relevance

of

low

priceRelevanceof

lowpricefor

purchasedecisionsoftoys

&babyproductsFrance18%U.S.CanadaUK17%16%15%Italy14%Spain13%SwitzerlandGermanyAustriaChina11%10%9%8%28

Notes:Sources:Question:

Forwhich

ofthese

products

is

a

low

price

ofparticular

importance

toyou?";Multi

Pick;Respondents

paying

attention

tothe

price

oftoys

&baby

products;

n=

197,275GlobalConsumer

Survey

as

of2021Italians

are

most

likely

to

shop

for

toys

&

baby

products

onlineConsumer

insights:OnlinepurchaseOnline

purchaseoftoys

&babyproductsItalyUK15%13%U.S.12%12%GermanyFranceChina11%11%CanadaAustria10%10%Spain9%9%Switzerland29

Notes:Sources:Question:

Which

ofthese

products

do

youmostly

buy/orderonline

ratherthan

offline?;

Multi

Pick;n=

197,275GlobalConsumer

Survey

as

of2021Americans

generally

purchase

muchmore

sports

equipment

than

GermansConsumer

insights:SportsEquipment

(1/2)Typeof

sportsequipment

purchased38%Balls23%28%Bicycles

&mountain

bikesFishing

&hunting

equipmentGolf

equipment23%23%8%8%24%27%Hiking&outdoor

equipmentMotorsport

equipmentNets

&goals19%18%8%21%21%10%11%16%^%Rackets&batsSkatingequipment7%Swimming&diving

equipmentWintersports

equipment

andgranderWork-outequipment15%18%12%34%39%U.SGermany30

Notes:Sources:Question:

Whatkind

ofsports

equipment

and

gearhave

youpurchased

in

the

past24

months?;

Multi

Pick;n=

1,000+

(U.S.);

n=1,000+

(DE)GlobalConsumer

Survey

as

of2021Germans

focus

more

on

high

quality

of

sports

equipment

than

AmericansConsumer

insights:SportsEquipment

(2/2)Important

factors

of

purchasing

sport

equipment51%HighqualityLow

price59%35%33%22%(Well-known)brandComfort24%53%44%19%18%Sustainability

andeco-friendlinessDesign36%43%11%Vegan

materials6%43%Durability41%^%13%Fair

treatment

or

workersA

style

that

suits

me35%37%U.SGermany31

Notes:Sources:Question:

Whatis

mostimportant

to

youwhen

purchasing

sporting

goods,such

assportswear,shoes

and

equipment?;

Multi

Pick;

n=

1,000+

(U.S.);

n=1,000+

(DE)GlobalConsumer

Survey

as

of2021CHAPTER

06Trends?

Sustainable

toys?

Toy

subscription

service?

STEMand

technology

toys?

Virtual

reality

andsporting

equipment?

Sporting

equipment

athome?

In-store

experience

andentertainmentSustainable

toys

planned

to

reduce

the

use

of

plastic

in

the

futureTrends:

SustainabletoysInhardlyanyother

industryisplasticasimportant

as

itis

fortoy

manufacturers.Around80

percent

of

allproducts

aremadeof

plastic.Infuture,however,companies

also

wanttoset

sustainablealternatives,

even

ifconsumers

are

notyetinterested

inthe

trend.ASustainabletoy

ismadeof

biodegradable

naturalmaterials

suchasrenewablewood,

cotton

or

wool

and

manufactured

inanonpollutingway

without

releasingcarbon,greenhouse

gases,or

chemical

toxins.These

canbereleased

into

thewaterways

and

theenvironment.Inthe

example

ofLego,

almost

the

entire

product

rangeofthetraditionalDanishcompany

is

madeof

plastic,which

until

now

hasbeen

produced

with

crudeoil

ornaturalgas.Thatcould

soon

change:Lego

planstoinvest

400

million

euros

inthedevelopment

ofecological

products

over

the

next

few

years.

By

2030,

thetoymanufacturerwantstoproduce

the

colourful

bricksfrom

renewable

rawmaterials.Every

year,

hundredsof

thousandsoftonsoffreshly

produced

plastictoysend

upinchildren's

rooms.

According

to

HaraldKab

inaninterview

with

ntv.de;"Just

onepercent

of

thesetoysare

madeofecologically

produced

plastics".He

isanexperton

sustainability

andadvisescompanies

onthetransformation

to

innovative-sustainablematerial

use.33Sources:

Capital,,

The

Baby

Pinguin,

Greenpicks,

LEGOToy

subscription

service

is

popular

for

parents

who

are

financially

andenvironmentally

awareTrends:

Toy

subscription

serviceAcommon

problem

formany

parentswho

buytheirchildren

toysisthatthechildren

become

bored

of

theirtoysoften

very

quicklyand

want

new

ones.

Not

onlydoes

thisincrease

theexpenses

oftheparents,but

alsoitcreates

averyunsustainableenvironment,

where

toysare

being

bought

andquicklygot

ridofbeing

thrown

away.

Theidea

of

toysubscription

services

therefore

isamarketwhich

could

beappealing

fordifferent

kindsof

parents:

thosewho

areenvironmentally

conscience

and

alsothose

who

arelooking

to

reduce

theirexpenses.Theidea

ofatoy

subscription

service

issimple,

acustomer

signsupforthesubscription

and

canreceive

toysforacertain

period

oftime.

When

the

timeperiodisup,the

toyscanbereturned

tothe

service

provider.Studieshaveshown

thatAmericans

spend

$6,500

ontoysduringachild’slifetime,showing

how

muchmoney

is

involved

inthetoymarket.

Certain

companies

havealready

identified

thisopportunity

and

begun

offering

toy

subscription

services.

Incountries

suchastheUS,UKandChina,

recent

years

haveshown

the

increase

inpopularity

ofthisservice.

Two

companies,

Green

Pi?ataToysand

KiwiCo

arebigplayers

thathavearisen

from

thisnew

trend.34Sources:

Photo-Kiwi

Co.STEM

toys

are

becoming

increasingly

technologically

advanced

and

moreengaging

for

childrenTrends:

STEMand

technology

toysSTEMisanacronym

thatstandsforScience,

Technology,

Engineering

and

Math,but,

tobemore

precise,

STEMtoysusuallyhaveastrong

connection

torobotics,coding

and

generally

makingthings.Theidea

behindthemis

development

oftechnical

skillsinchildren

byenablingplaywith

DIYcomputers,

circuitsets,electrical

motors

or

programable

robots

inasafeway.

However,

the

biggestquestion

when

itcomes

totoysisalways

“aretheyfun

toplay?”demand.

Especially

duringthecorona

pandemic

where

parentshaveworked

fromhome

andalsotakencare

of

children

whocouldn’t

goto

school,

theneed

forengaging

toysthathaveeducational

valuehasincreased

dramatically.

Thames

&Kosmos

who

create

science

toysnoticed

ahugeincrease

indemandfortheirproducts

asinDecember

2020

saleswere

up80%

over

2019.Aswith

anyothertoy,parentsshouldchoose

ones

with

anangletheirchildalreadyenjoys

andones

thatareageappropriate.

Manyof

STEMtoysmightprovide

agenuinechallenge

toassemble

andoperate

and

givingchildren

toysthatdonotmatchtheirinterest

canhaveanopposite

effect:

making

themdisinterested

intheworld

of

STEMalltogether.

However,

dueto

thetechnological

advancements

inrecent

years

andincreasing

availabilityof

engagingsmart

toys,making

STEM

toysexciting

forchil

溫馨提示

  • 1. 本站所有資源如無(wú)特殊說(shuō)明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請(qǐng)下載最新的WinRAR軟件解壓。
  • 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請(qǐng)聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶(hù)所有。
  • 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁(yè)內(nèi)容里面會(huì)有圖紙預(yù)覽,若沒(méi)有圖紙預(yù)覽就沒(méi)有圖紙。
  • 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
  • 5. 人人文庫(kù)網(wǎng)僅提供信息存儲(chǔ)空間,僅對(duì)用戶(hù)上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對(duì)用戶(hù)上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對(duì)任何下載內(nèi)容負(fù)責(zé)。
  • 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請(qǐng)與我們聯(lián)系,我們立即糾正。
  • 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時(shí)也不承擔(dān)用戶(hù)因使用這些下載資源對(duì)自己和他人造成任何形式的傷害或損失。

最新文檔

評(píng)論

0/150

提交評(píng)論