Toys and Games Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0193062
  • Format: Electronic (PDF)
  • Number of Pages: 196
  • Author(s): Joshi, Madhavi

Report Overview

The Toys and Games Market size was estimated at USD 130 billion in 2023 and is projected to reach USD 180 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 4.80% during the forecast period (2024-2030).

Toys and Games Market

(Market Size)
$130 billion
$180 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 4.80%
2023 Market Size USD 130 billion
2030 Market Size USD 180 billion
Key Players LEGO, Hasbro, Mattel, Bandai Namco, Spin Master

Market Summary

The global toys and games market represents a dynamic and evolving sector within the consumer goods industry, characterized by a blend of traditional playthings and technologically advanced interactive products. This market caters to a diverse consumer base ranging from infants to adults, with product offerings that span physical toys, video games, and educational games. The industry is significantly influenced by demographic trends, disposable income levels, and cultural factors that dictate consumer preferences and spending patterns. Key players continuously innovate to capture market share, focusing on product safety, educational value, and entertainment. The retail landscape for toys and games has expanded from traditional brick-and-mortar stores to a robust e-commerce presence, making products more accessible globally. Sustainability and ethical manufacturing are also becoming critical considerations for both manufacturers and consumers, influencing product design and corporate strategies. The market's resilience is often tested by economic cycles, yet it demonstrates a consistent ability to adapt and grow through innovation and strategic marketing.

Key Highlights

The toys and games market is distinguished by several key highlights that underscore its current trajectory and future potential. The integration of augmented reality and virtual reality technologies into play experiences is a significant trend, creating immersive and interactive products that appeal to tech-savvy younger generations. The educational segment within toys has gained substantial momentum, with products designed to develop STEM skills becoming increasingly popular among parents and educators. Licensing and franchising remain powerful drivers, with toys based on popular media franchises from companies like Disney and Marvel consistently performing well. The rise of collectibles and premium adult-oriented games, including complex board games and high-end action figures, has opened new revenue streams and consumer segments. Furthermore, the industry is witnessing a shift towards online gaming and digital downloads, complementing physical product sales. Safety regulations and compliance with international standards are paramount, ensuring product integrity and consumer trust across global markets.

Drivers, Opportunities & Restraints

Several drivers propel the toys and games market forward, including increasing disposable incomes in emerging economies, which elevate spending on leisure and educational products for children. Technological advancements are a primary driver, enabling the development of smart toys and connected play experiences that engage users in novel ways. The growing emphasis on early childhood education and cognitive development through play presents a significant opportunity for manufacturers to innovate in the educational toy segment. However, the market faces restraints such as intense competition, which pressures pricing and margins, and the volatility of raw material costs, which can impact manufacturing expenses. Stringent safety regulations across different regions also pose challenges, requiring continuous investment in compliance and quality assurance. Opportunities abound in the expansion into untapped markets in developing regions and the growing trend of gamification in non-entertainment sectors like corporate training and health. The restraint of screen time concerns for children is being counterbalanced by opportunities in developing products that encourage physical activity and outdoor play.

Concentration Insights

The concentration of the toys and games market is characterized by the presence of a few major multinational corporations that hold significant market share, alongside a diverse array of smaller niche players. Leading companies such as LEGO Group, Hasbro, and Mattel dominate through extensive product portfolios, strong brand recognition, and global distribution networks. These industry giants often leverage popular entertainment licenses and invest heavily in marketing and product innovation to maintain their competitive edge. The market also features a concentrated retail segment, with large chains and online platforms like Amazon controlling a substantial portion of sales. However, there is a notable presence of specialized and independent manufacturers that focus on specific categories such as educational toys, eco-friendly products, or artisanal games, catering to discerning consumer segments. This concentration dynamic creates a competitive environment where scale, brand loyalty, and innovation are critical for success, while also allowing for niche players to thrive by addressing unmet needs or specific consumer values.

Type Insights

The toys and games market is broadly segmented into traditional toys and games and video games. Traditional toys encompass a wide range of products including action figures, dolls, construction sets, games and puzzles, outdoor and sports toys, and infant and preschool toys. This segment remains resilient, often driven by timeless play patterns and the tactile experience of physical toys. Conversely, the video games segment includes console games, PC games, and mobile games, which have seen exponential growth due to advancements in graphics, storytelling, and online multiplayer capabilities. Within traditional toys, there is a growing sub-segment of educational and STEM-focused toys that promote learning through play. The video games segment is further diversified by the emergence of cloud gaming services and virtual reality platforms, which are expanding accessibility and immersive experiences. Both segments are influenced by licensing trends, with characters from movies, television shows, and online content being featured across product types to capitalize on existing fan bases and media synergy.

Application Insights

Applications within the toys and games market are primarily divided by age group and setting, reflecting the diverse ways these products are used. For the age group up to 8 years, products focus on early development, motor skills, and basic educational concepts, with applications in home and preschool environments. The 9 to 15 age group often engages with more complex toys and games, including strategy board games, video games, and collectibles that cater to growing interests and social interactions. The application for teenagers and adults has expanded significantly, encompassing sophisticated hobbyist models, premium board games, and extensive video game franchises that offer deep narrative experiences and competitive play. Additionally, there is a growing application of toys and games in therapeutic and educational settings, where they are used for cognitive development, therapy, and special needs education. The rise of esports has also created a new application for video games as a spectator sport and professional pursuit, further blurring the lines between entertainment and competition.

Regional Insights

Regionally, the toys and games market exhibits distinct characteristics and growth patterns. North America and Europe represent mature markets with high consumer spending on toys and games, driven by strong retail infrastructure and high disposable incomes. These regions are early adopters of technological innovations and see significant sales in both traditional toys and video games. The Asia Pacific region is a rapidly growing market, fueled by rising middle-class populations, urbanization, and increasing penetration of digital devices in countries like China and India. This region is also a major manufacturing hub for the global industry. Latin America and the Middle East and Africa are emerging markets with potential for growth, though they may face challenges related to economic volatility and infrastructure. Cultural preferences vary significantly by region, influencing the types of toys and games that are popular, such as the strong demand for mobile games in Asia Pacific compared to a higher preference for console games in North America and Europe.

Company Insights

The competitive landscape of the toys and games market is shaped by key players who drive innovation and market trends. The LEGO Group is renowned for its construction toys and successful partnerships with major entertainment franchises. Hasbro maintains a strong position with its portfolio of iconic brands, including Transformers, My Little Pony, and a vast range of board games like Monopoly. Mattel is another leader, known for brands such as Barbie, Hot Wheels, and Fisher-Price, catering to various age groups. In the video game sector, companies like Nintendo, with its Switch console and beloved IPs like Mario and Zelda, Sony Interactive Entertainment, and Microsoft Gaming (Xbox) are dominant forces. Tencent Holdings is a major player in mobile and online gaming, particularly in the Asian market. These companies compete on the basis of product innovation, brand strength, global distribution, and the ability to secure and leverage popular licenses from the entertainment industry.

Recent Developments

Recent developments in the toys and games market highlight a period of significant transformation and adaptation. There has been a marked increase in mergers and acquisitions as companies seek to consolidate market position and acquire valuable intellectual property. For instance, major players have been acquiring digital gaming studios to expand their presence in the video game segment. The industry has also seen a surge in the development of sustainable products, with companies investing in recycled materials and eco-friendly packaging to meet growing consumer demand for responsible manufacturing. The COVID-19 pandemic accelerated the shift towards e-commerce and digital gaming, a trend that continues to influence distribution strategies and product development. Furthermore, there is an ongoing emphasis on diversity and inclusion within product lines, with companies launching more inclusive toy lines that represent a broader spectrum of cultures, abilities, and backgrounds. Technological partnerships, such as those between toy manufacturers and tech firms to develop AR-enabled toys, are also a key area of recent activity.

Report Segmentation

This comprehensive market report on the toys and games industry is meticulously segmented to provide a detailed and granular analysis. The segmentation is primarily based on type, dividing the market into traditional toys and games and video games. The traditional toys and games segment is further broken down into sub-categories such as action figures and accessories, dolls, construction sets, games and puzzles, outdoor and sports toys, and infant and preschool toys. The video games segment is segmented by platform into console games, PC games, and mobile games. Additionally, the report offers segmentation by application, categorizing the market based on age groups, including up to 8 years, 9 to 15 years, and 15 years & above. Geographical segmentation covers key regions and major countries within North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. This multi-faceted segmentation allows for a thorough examination of market dynamics, trends, and opportunities within each specific category and region.

FAQs

What are the current trends in the toys and games market? Current trends include the integration of augmented reality and smart technology into physical toys, a strong focus on STEM and educational toys, the growth of collectibles and adult-oriented board games, and a significant shift towards online and mobile gaming platforms. Sustainability is also becoming a major trend, influencing product design and packaging.

Who are the key players in the global toys and games market? The market is dominated by large corporations such as the LEGO Group, Hasbro, Mattel, Nintendo, Sony Interactive Entertainment, and Microsoft Gaming. These companies are recognized for their powerful brands, extensive product portfolios, and global reach.

How is e-commerce impacting the toys and games industry? E-commerce has dramatically transformed the industry by providing a vast global marketplace, enabling direct-to-consumer sales, and facilitating the discovery of niche products. It has increased competition and forced traditional retailers to enhance their online presence and omnichannel strategies.

What is the demand for educational toys? Demand for educational toys is robust and growing, driven by parental focus on early childhood development and learning through play. This segment includes toys that promote skills in science, technology, engineering, arts, and mathematics (STEAM).

How are regulations affecting the toys and games market? Stringent international safety regulations, such as those enforced by the Consumer Product Safety Commission in the U.S. and the European Commission's EN 71 standards, significantly impact product design, manufacturing processes, and time-to-market, ensuring high safety standards for consumers.

What are the growth prospects for the video games segment? The video games segment continues to show strong growth prospects, fueled by technological advancements in cloud gaming, virtual reality, and the increasing popularity of esports and live-streaming platforms, which engage a wide audience beyond traditional gamers.

The Global Toys & Games Market size was valued at $XX billion in 2023, and is anticipated to reach $XX billion by 2030, growing at a CAGR of XX% during the forecast period. Citius Research has developed a research report titled “Toys & Games Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• Toys and Games Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The Toys & Games Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

Toys and Games Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

Toys and Games Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of Toys & Games Market
• Research Methodology
• Executive Summary
• Market Dynamics of Toys & Games Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of Toys & Games Market
• Cost and Gross Margin Analysis of Toys & Games Market
• Toys & Games Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “Toys & Games Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

Toys and Games Market Key Stakeholders

Below are the key stakeholders for the Toys & Games Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

Toys & Games Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the Toys & Games Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the Toys & Games Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in Toys & Games Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global Toys & Games Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global Toys and Games Market is expected to grow at a CAGR of XX% from 2023 to 2030.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global Toys and Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global Toys and Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global Toys and Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global Toys and Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America Toys and Games Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America Toys and Games Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe Toys and Games Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA Toys and Games Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific Toys and Games Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa Toys and Games Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia Toys and Games Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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