Toys 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: CR0193291
  • Format: Electronic (PDF)
  • Number of Pages: 216
  • Author(s): Joshi, Madhavi

Report Overview

The Toys 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 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 is a dynamic and resilient sector within the consumer goods industry, characterized by continuous innovation and evolving consumer preferences. This market encompasses a wide array of products designed for entertainment, education, and developmental purposes, catering to diverse age groups from infants to adults. The industry is highly influenced by technological advancements, with a significant shift towards digital and interactive play experiences complementing traditional physical toys. Key players constantly engage in research and development to introduce novel products that capture consumer interest and drive sales. The market demonstrates robust demand patterns, largely fueled by factors such as rising disposable incomes, growing emphasis on child development through play, and the increasing popularity of licensed merchandise tied to blockbuster media franchises. Distribution channels have expanded significantly, with e-commerce platforms becoming a dominant force alongside established brick-and-mortar retail stores. The competitive landscape is intense, with both multinational corporations and niche manufacturers vying for market share through strategic product launches, marketing campaigns, and global expansion efforts.

Key Highlights

The toys and games market is distinguished by several pivotal trends shaping its current trajectory. A prominent highlight is the seamless integration of technology into play products, leading to the proliferation of educational toys that teach STEM concepts and smart toys that connect to digital devices. The resurgence of nostalgic and retro toys continues to attract both children and adult collectors, creating a sustained revenue stream for classic brands. Sustainability has emerged as a critical differentiator, with manufacturers increasingly utilizing recycled materials and adopting eco-friendly production processes in response to growing consumer environmental consciousness. The market has also witnessed the blurring of lines between physical and digital play, with augmented reality (AR) and virtual reality (VR) technologies creating immersive hybrid experiences. Licensing remains a powerful driver, with toys based on popular movies, television shows, and video games consistently performing well. Furthermore, the direct-to-consumer sales model has gained substantial traction, allowing companies to build stronger brand loyalty and gather valuable consumer data directly.

Drivers, Opportunities & Restraints

Several key drivers propel the growth of the toys and games market. Increasing global birth rates and a growing middle class with higher disposable income in emerging economies are fundamental demand-side drivers. The educational benefits of play are increasingly recognized by parents, spurring investment in toys that promote cognitive and motor skill development. Technological innovation acts as a continuous catalyst, enabling new product categories and enhanced play experiences. Significant opportunities exist in the expansion of digital gaming segments, including mobile gaming and online platforms, which attract a broad demographic. The adult collectibles segment presents another lucrative opportunity, driven by nostalgia and pop culture fandom. However, the market faces notable restraints. Stringent safety regulations and compliance standards across different regions increase production costs and complexity. The market is also highly susceptible to economic downturns, as discretionary spending on toys often contracts during financial uncertainty. Intense competition and the rapid pace of innovation pressure profit margins, while supply chain disruptions and raw material price volatility pose persistent challenges to manufacturers.

Concentration Insights

The global toys and games market features a concentration of power among a few major multinational corporations that hold significant market share. These industry leaders, including Hasbro, LEGO Group, and Mattel, possess extensive portfolios of iconic brands, vast distribution networks, and substantial marketing budgets that solidify their dominant positions. Their strength lies in leveraging well-known intellectual properties and executing global brand strategies effectively. Alongside these giants, a vibrant ecosystem of small and medium-sized enterprises thrives by focusing on niche segments, such as educational toys, eco-friendly products, or specialty collectibles. These smaller players often compete on innovation, agility, and unique value propositions rather than scale. The market concentration is also evident geographically, with product development and corporate headquarters often concentrated in North America, Europe, and parts of Asia, while manufacturing is heavily concentrated in East Asian countries. This structure creates a competitive environment where large firms set industry trends, but smaller innovators continually introduce disruptive concepts.

Type Insights

The toys and games market is broadly segmented into traditional toys and games and video games. The traditional segment includes action figures, building sets, dolls, games and puzzles, outdoor and sports toys, and infant/pre-school toys. This category remains vital, with building sets and collectibles showing particularly strong performance due to their appeal across age groups and their integration with digital media. The video games segment encompasses console games, PC games, and the rapidly growing mobile games sector. Mobile gaming has democratized access, attracting a massive and diverse global audience. Within traditional toys, there is a sustained demand for plush toys and educational toys that aid early childhood development. The market also observes a trend towards premiumization, where consumers are willing to pay higher prices for superior quality, licensed products, or toys offering enhanced educational value. The lines between these types are increasingly blurred as many traditional toys incorporate digital apps or connectivity, creating a hybrid category of connected play.

Application Insights

Toys and games serve a wide spectrum of applications, primarily segmented by age group but also by purpose. The key age-based segments are infants and toddlers, children aged 5-12, teenagers, and adults. For the infant and toddler segment, the focus is overwhelmingly on safety and developmental benefits, with products designed to stimulate sensory perception and motor skills. The children's segment is the largest and most diverse, driven by imaginative play, entertainment, and the influence of peer trends and media. This age group is a primary target for licensed merchandise from popular cartoons and movies. The teenage application segment is heavily dominated by video games, complex strategy board games, and sophisticated tech-based toys. The adult application segment has grown substantially, encompassing nostalgic collecting, complex hobbyist models, high-end board games, and a significant portion of the video game market. Beyond age, applications extend into education, with toys designed for classroom learning, and therapeutic uses, such as sensory toys for individuals with special needs.

Regional Insights

The toys and games market exhibits distinct regional characteristics influenced by economic development, cultural preferences, and demographic trends. North America and Europe represent mature markets characterized by high per capita spending on toys, a strong retail infrastructure, and a high demand for licensed and technologically advanced products. These regions are often the launchpad for global trends. The Asia-Pacific region is the largest and fastest-growing market, driven by its massive population, rising disposable incomes, and increasing urbanization. Countries like China and India are not only major consumers but also the world's primary manufacturing hubs. Cultural events and festivals, such as Christmas in Western countries and Lunar New Year in Asia, significantly influence seasonal sales patterns. Latin America and the Middle East and Africa are emerging markets with strong growth potential, though they face challenges related to economic volatility and underdeveloped retail networks. Each region has its unique regulatory environment concerning safety standards and import regulations, which companies must navigate for successful market entry and expansion.

Company Insights

The competitive landscape of the toys and games market is led by a cadre of established giants alongside numerous agile innovators. Leading companies such as The LEGO Group, Hasbro, Mattel, and Bandai Namco Holdings possess extensive brand portfolios, global recognition, and robust distribution capabilities. Their strategies often revolve around leveraging iconic intellectual properties like Star Wars, Marvel, Barbie, and Hot Wheels through licensing agreements and in-house development. These corporations maintain their dominance through continuous innovation, strategic acquisitions of smaller studios or brands, and massive marketing campaigns tied to movie releases and holiday seasons. Simultaneously, companies like Spin Master and VTech have carved out significant market shares by focusing on specific niches like innovative pre-school toys or electronic learning products. The video game segment is dominated by Sony Interactive Entertainment, Nintendo, and Microsoft, which control the console market, while companies like Activision Blizzard and Electronic Arts lead in game software development. The market also features successful specialty companies like Funko in pop culture collectibles and Ravensburger in puzzles, demonstrating that focused strategies can yield substantial success.

Recent Developments

The toys and games industry is continuously evolving, with recent developments highlighting a strong focus on digital transformation and sustainability. Major acquisitions and mergers have reshaped the competitive landscape, as companies seek to consolidate IP portfolios and gain access to new technologies or markets. There has been a significant push towards developing toys with augmented reality features, blurring the lines between physical and digital play. Subscription-based models for toy rentals and educational kits have gained popularity, offering consumers flexibility and value. In response to environmental concerns, leading manufacturers are announcing ambitious initiatives to transition to recycled or bio-based materials for their products and packaging, a move increasingly demanded by eco-conscious consumers. The industry has also seen a surge in collaborations between toy companies and major streaming services or tech firms to create synergistic products tied to popular digital content. Furthermore, the direct-to-consumer channel has been aggressively expanded, with companies investing heavily in their e-commerce platforms and digital marketing strategies to build direct relationships with their end-users and gather valuable data.

Report Segmentation

This comprehensive market research report on the toys and games industry provides a detailed analysis segmented across multiple dimensions to offer actionable insights. The report is structured to dissect the market by type, categorizing the industry into traditional toys and games, which includes sub-segments like dolls, action figures, construction sets, and games puzzles, and video games, covering console, PC, and mobile gaming. Further segmentation is provided by application, analyzing demand patterns across different age groups: under 5 years, 5-12 years, teenagers, and adults. The report also delivers a thorough regional analysis, covering key geographies including North America, Europe, Asia-Pacific, Latin America, and the Middle East and Africa, highlighting specific trends, growth patterns, and competitive dynamics in each region. Additionally, the report includes a dedicated company profiling section, offering detailed analysis of the market share, product portfolios, business strategies, and recent developments of the leading players as well as promising emerging companies in the global toys and games landscape.

FAQs

What are the current trends in the toys and games market?

Current dominant trends include the integration of technology like AR and VR into physical toys, a strong emphasis on sustainability and eco-friendly materials, the growth of the adult collectibles segment driven by nostalgia, the rising popularity of educational STEM toys, and the expansion of licensing deals with major film and entertainment franchises.

How is e-commerce impacting the toys and games industry?

E-commerce has profoundly transformed the industry by becoming a primary sales channel, enabling direct-to-consumer relationships, facilitating the discovery of niche products, allowing for personalized marketing, and creating new shopping events beyond traditional holidays. It has also increased competitive pressure on pricing and speed of delivery.

What is the demand for educational toys?

Demand for educational toys is experiencing significant growth globally. Parents are increasingly seeking toys that offer developmental benefits, such as those promoting STEM skills, creativity, and problem-solving abilities. This segment is less susceptible to economic fluctuations as it is often viewed as an investment in a child's future.

Which age group buys the most toys?

While children aged 5-12 historically represent the core consumer base, the market has seen a substantial increase in purchasing by adults. Adults buy toys for collectible purposes, hobbyist activities, nostalgia, and complex games, making them a rapidly growing and high-value demographic segment.

What are the challenges faced by toy manufacturers?

Toy manufacturers face numerous challenges including adhering to stringent and varying international safety regulations, managing volatile supply chains and raw material costs, protecting intellectual property, competing with low-cost manufacturers, and keeping pace with rapidly changing technology and consumer trends.

How important are licenses in the toy industry?

Licenses are critically important and a major driver of sales. Toys based on popular characters from movies, TV shows, video games, and comics consistently outperform non-licensed products. Securing and successfully leveraging a hot license can guarantee significant market success and consumer engagement.

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 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 Games Market Segmentation

Market Segmentation

Regions Covered

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

Toys 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 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 Games Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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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 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 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 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 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 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 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 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 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 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 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 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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