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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
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