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Plastic & Other Toys - Estonia

Estonia
  • In Estonia, the revenue in the Plastic & Other Toys market is projected to reach US$9.1m in 2024.
  • This market segment is expected to grow annually by 0.67% (CAGR 2024-2029).
  • Compared to other countries worldwide, United States leads with a revenue of US$8.0bn in 2024.
  • When considering the population size, the per person revenue in Estonia is estimated to be US$6.88 in 2024.
  • Estonia's plastic and other toy market is thriving, with a focus on locally-made, eco-friendly toys that promote sustainable play.

Definition:

Plastic and other Toys refer to a broad category of toys made from plastic or other materials, including wood, metal, and fabric. These toys are designed for children of various age groups, and their designs vary from simple building blocks to complex action figures, dolls, and board games. The plastic and other toys market is driven by factors such as innovation, safety, and convenience. These toys are popular due to their durability, affordability, and versatility, making them an attractive option for both parents and children. The market for plastic and other toys is diverse and competitive, with various players offering products across different categories and price points.

Additional Information:

The market comprises revenue and average revenue per capita. The figures are generated through both online and offline sales channels, including spending by consumers (B2C). The key players in the market include companies such as Mattel, Hasbro, Lego, and Bandai Namco. These companies are leaders in their respective segments and are known for their innovative products, brand reputation, and extensive distribution networks. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Drawing and painting Sets, such as Crayola Inspiration Art Case and Melissa & Doug Deluxe Art Set
  • Craft kits like Klutz Make Clay Charms Kit and Alex Toys Simply Needlepoint Craft Kit
  • Playground equipment, such as swings, slides, trampolines, climbing frames, and playhouses
  • Remote control cars, such as Maisto RC cars and trucks

Out-Of-Scope

  • Digital games software, such as mobile games, computer games and video games
  • Gaming hardware, such as, VR headsets, gaming PC and gaming consoles
  • Musical Instruments with full capabilities, such as pianos, violin and drums
  • Sports equipment, such as bicycles, skateboards, racquets and balls

Revenue

Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Jul 2024

Source: Statista Market Insights

Most recent update: Jul 2024

Source: Statista Market Insights

Key Players

Most recent update: Mar 2024

Source: Statista Market Insights

Sales Channels

Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

Most recent update: Jul 2024

Source: Statista Market Insights

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on goods people buy for their leisure activities and hobbies.

Modeling approach:

Market sizes are determined through a Top-Down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use in-house market research, national statistical offices, international institutions, trade associations, third-party studies, and survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, and household number. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, exponential trend smoothing is well suited for forecasting the Toys & Hobby market with a projected steady growth. The main drivers are GDP per capita and consumer spending per capita.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year.

Key Market Indicators

Notes: Based on IMF, World Bank, UN and Eurostat

Most recent update: Sep 2024

Source: Statista Market Insights

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