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Toys and Games Market in Indonesia 2021
22 July 2021
Toys and games are found throughout the world and date back to early times. Playing with toys can be an enjoyable means of training young children for life experiences. The toys and games market in Indonesia is set to grow by US$ 3 billion during 2021-2027, growing at a compound annual growth rate (CAGR) of 17% during the forecast period, according to data and analytics company StrategyHelix. Awareness of the cognitive and intellectual benefits of outdoor and sports toys, influence of technology in promoting video games, rising demand for scientific and educational toys, continuously rising personnel disposable income levels are expected to boost the market growth in the coming years.
The report provides up-to-date market size data for period 2017-2020 and forecast to 2027 covering key market aspects like sales value for toys and games. The Indonesia toys and games market is segmented on the basis of product, distribution channel. By product, it is categorized into traditional toys & games, and electronic games. The traditional toys & games segment held the largest market share in 2020. By distribution channel, the toys and games market is divided into supermarkets & hypermarkets, specialty stores, online retailing, and others. The online retailing segment accounted for the largest market share in 2020.
The traditional toys & games market is further segmented into action figures & accessories, arts & crafts, baby & pre-school toys, construction toys, dolls & accessories, games & puzzles, outdoor & sports toys, vehicles & remote control, and others. Among them, construction toys segment held the largest market share in 2020. The electronic games market is further segmented into electronic games hardware, and electronic games software. Among these, electronic games software segment held the largest market share in 2020.
The report has profiled some of the key players of the market such as Garena Interactive Holding Limited, Hasbro Inc., IGG Inc., LEGO System A/S, Mattel Inc., Netmarble Corporation, Nintendo Co. Ltd., PT Megaxus Infotech (Megaxus), PT. Lyto Datarindo Fortuna (LYTO), Shanghai Moonton Technology Co. Ltd., Supercell Oy, Tencent Holdings Ltd., The Walt Disney Company, Valve Corporation.
The report is an invaluable resource for companies and organizations active in this industry. It provides a cohesive picture of the toys and games market to help drive informed decision making for industry executives, policy makers, academic, and analysts.
Product: traditional toys & games, and electronic games
Distribution channel: supermarkets & hypermarkets, specialty stores, online retailing, and others
Years Considered: this report covers the period 2017 to 2027
Key Benefits for Stakeholders
Get a comprehensive picture of the Indonesia toys and games market
Pinpoint growth sectors and trends for investment
Understand what the future of the toys and games market in Indonesia looks like
Identify the competitive landscape and window of opportunity
Table of Contents
1. Market Definition
2. Research Methodology
3. Market Data & Outlook
3.1 Market Value
3.2 Market Value Forecast
4. Toys and Games Market by Product
4.1 Traditional Toys & Games
4.2 Electronic Games
5. Toys and Games Market by Distribution Channel
5.1 Supermarkets & Hypermarkets
5.2 Specialty Stores
5.3 Online Retailing
6. Company Profiles
6.1 Garena Interactive Holding Limited
6.2 Hasbro, Inc.
6.3 IGG Inc.
6.4 LEGO System A/S
6.5 Mattel, Inc.
6.6 Netmarble Corporation
6.7 Nintendo Co., Ltd.
6.8 PT Megaxus Infotech (Megaxus)
6.9 PT. Lyto Datarindo Fortuna (LYTO)
6.10 Shanghai Moonton Technology Co. Ltd.
6.11 Supercell Oy
6.12 Tencent Holdings Ltd.
6.13 The Walt Disney Company
6.14 Valve Corporation
7.1 About StrategyHelix