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Toys and Games

Showing 1 - 32 of 179 documents
PODCAST

Gaming Goes Digital in Sweden

There is an ongoing shift among Swedish consumers from traditional toys and games towards video games. Video games accounted for approximately 60 percent of total value sales on the market in 2016. The user base of smartphone games is expanding – it’s no longer just younger Swedes playing games on their phones, but also people […]
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E3 2017: Where Do Consoles Go From Here?

The Electronic Entertainment Expo (E3) was held 13-15 June and once more hosted some of the biggest video game companies, giving them a platform to unveil their latest and upcoming products and developments. While there were numerous announcements made at the show, presentations and information given by Sony, Microsoft, and Nintendo all appear to have […]
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Games and Puzzles Surpass Construction as Fastest Growing Toy Category Globally in 2016

Global market research company Euromonitor International released today new toys and games industry data.  According to the new research, games and puzzles registered 8 percent growth in 2016 – not only outpacing construction toys as the fastest growing toy category globally, but also recording the highest growth for the category since 2002. North America accounts […]
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Key Video Game Trends For 2017

While 2016 will be remembered as a year of technological advancement in video games, with the release of a slew of VR headsets, 2017 will determine the commercial viability of virtual reality gaming. With costs associated with the platform decreasing and rising game availability, we expect global volume sales of AR/VR headsets to reach 10.7 […]
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Euromonitor to Speak at Hong Kong Toys & Games Fair 2017

Event: Hong Kong Toys Industry Conference Date: 9-12 January 2017 Venue: Room N101B, Hong Kong Convention and Exhibition Centre Speaker: Utku Tansel, Strategy Analyst – Licensing Presentation Date: January 10, 2017 Presentation Time: 14:40 – 15:10 Presentation Title: Key Global and Regional Trends Shaping Toys Presentation Description:  Construction, once again, has been the star of […]
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WEBINAR
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The Effect of Globalization on Science, Technology, Engineering, Arts and Mathematics (STEM and STEAM) Toys

Webinar Name: The Effect of Globalization on Science, Technology, Engineering, Arts and Mathematics (STEM and STEAM) Toys In partnership with the Toy Industry Association Date: October 13 Time: 2 pm EST Location: Online Link: http://www.toyassociation.org/Resources/Education_Services/BusinessResources/The_Effect_of_Globalization_on_Stem_and_Steam_Toys_.aspx#.V-QyovkrJQJ Webinar Description: Globally, the long term trend of a smaller number of children per family continues which has given parents […]
PODCAST
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Experiential Licensing Brings Brand New Cross-Industry Prospects

As I explore in our “Experiential Licensing: Consumer Fundamentals Falling into Place” Global Briefing, today’s consumers are increasingly redefining their values and priorities, leading to the birth of a new consumerism. “Experiencing is everything” phenomenon is driving growth in sports/music licensing and theme parks/themed travel. Thus, themed flights/holidays, themed hotels and cruises enjoy growing popularity. This trend […]
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China’s Rich Baby-Boom

There is an ongoing shift among Swedish consumers from traditional toys and games towards video games. Video games accounted for approximately 60 percent of total value sales on the market in 2016. The user base of smartphone games is expanding – it’s no longer just younger Swedes playing games on their phones, but also people […]
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Key Trends in Toys and Games for 2016

Emerging markets were the main growth story over the past five years in traditional toys and games. But in 2015 macroeconomic volatility and a strengthening US$ limited the spending power of consumers in Brazil, Russia, and other emerging economies. Growth in 2015-2016 shifted to developed markets where demand was driven by licensed toys based […]
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Euromonitor to Speak at Licensing Expo 2016

There is an ongoing shift among Swedish consumers from traditional toys and games towards video games. Video games accounted for approximately 60 percent of total value sales on the market in 2016. The user base of smartphone games is expanding – it’s no longer just younger Swedes playing games on their phones, but also people […]
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