The revenue in the toys & hobby market in Japan was forecast to continuously increase between 2024 and 2029 by in total one billion U.S. dollars (+6.61 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 16.16 billion U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the toys & hobby market was continuously increasing over the past years.
Data provided by Statista Market Insights are estimates.
Definition:
The Toys & Hobby market refers to a wide range of products designed for entertainment, leisure, and educational purposes. This market includes several categories, such as traditional toys and games, musical instruments, and sports equipment. The market is driven by the demand for products that offer engaging experiences and promote skill development, creativity, and social interaction among individuals of different ages and backgrounds. Key trends in the market include the adoption of technology, the focus on sustainability, the rise of e-commerce channels, customization, subscription services, educational value, and health and wellness.
Structure:
The Toys & Hobby market is segmented into three main segments:
The Toys & Games segment includes products such as dolls, action figures, card games, puzzles, and building blocks. This segment is characterized by the demand for classic, nostalgic, and educational toys that stimulate imagination, problem-solving, and social skills.
The Musical Instruments segment includes products such as guitars, pianos, drums, and other instruments for music making. This segment is driven by the passion for music and the desire to learn and express oneself through artistic means.
The Sports Equipment segment includes products such as skis, tennis, golf, balls, and other equipment for outdoor and indoor sports activities. This segment is characterized by the demand for products that promote physical exercise, adventure, and competition.
Additional Information:
The Toys & Hobby market comprises revenue and average revenue per capita. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). Key players in the market are companies like Hasbro, Mattel, Lego, Nintendo, and Electronic Arts. These companies are leaders in their respective segments and are known for their innovative products, brand recognition, and strategic partnerships with popular franchises and characters. For more information on the data displayed, use the info button right next to the boxes.
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Statista Market Insights. (July 1, 2024). Revenue in the toys & hobby market Japan from 2019 to 2029 (in billion U.S. dollars) [Graph]. In Statista. Retrieved December 03, 2024, from https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan
Statista Market Insights. "Revenue in the toys & hobby market Japan from 2019 to 2029 (in billion U.S. dollars)." Chart. July 1, 2024. Statista. Accessed December 03, 2024. https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan
Statista Market Insights. (2024). Revenue in the toys & hobby market Japan from 2019 to 2029 (in billion U.S. dollars). Statista. Statista Inc.. Accessed: December 03, 2024. https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan
Statista Market Insights. "Revenue in The Toys & Hobby Market Japan from 2019 to 2029 (in Billion U.S. Dollars)." Statista, Statista Inc., 1 Jul 2024, https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan
Statista Market Insights, Revenue in the toys & hobby market Japan from 2019 to 2029 (in billion U.S. dollars) Statista, https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan (last visited December 03, 2024)
Revenue in the toys & hobby market Japan from 2019 to 2029 (in billion U.S. dollars) [Graph], Statista Market Insights, July 1, 2024. [Online]. Available: https://www.statista.com/forecasts/1435192/revenue-toys-hobby-toys-hobby-market-japan