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Action Figures - Cyprus

Cyprus
  • Revenue in the Action Figures Market is projected to reach US$1.40m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.73%, resulting in a projected market volume of US$1.68m by 2029.
  • With a projected market volume of US$469.20m in 2024, most revenue is generated United States.
  • In the Action Figures Market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to amount to 0.00.

Definition:

The eCommerce Action Figures market refers to the online sales of collectible action figures, which are poseable figurines of characters from movies, TV shows, comic books, and video games. These action figures are highly sought after by collectors and enthusiasts, and are often limited edition or rare. The market encompasses the online platforms and websites where consumers can purchase these action figures, either directly from manufacturers or through third-party sellers. The eCommerce Action Figures market includes both domestic and international sales, catering to a global customer base of action figure collectors and enthusiasts.

Additional information:

eCommerce Action Figures comprises revenues, users, average revenue per user, and penetration rates. Revenues are derived from annual filings, national statistical offices, Google- and Alibaba-Trends and industry knowledge. Sales Channels show online and offline revenue shares, as well as, desktop and mobile sales distribution. Revenues are including VAT. The market only displays B2C revenues and users for the above-mentioned markets, hence C2C, B2B and reCommerce is not included. Additional definitions can be found on each respective market page.

Key players in the market are companies, such as Hasbro Inc., Mattel Inc., and Bandai Namco Holdings Inc.

Market numbers for the total market sizes (online + offline) can also be found on the respective pages of the Consumer Market Insights.

In-Scope

  • Movie & comic figures, such as characters from Star Wars, Marvel Cinematic Universe, and Game of Thrones
  • Anime & manga figures, such as Dragon Ball Z, Naruto, and One Piece
  • Video game figures, such as Fortnite, Overwatch, and Assassin's Creed
  • Collectible & customizable figures, such as Funko Pop!

Out-Of-Scope

  • Offline revenues, such as sales in physical toy stores
Toys & Hobby eCommerce: market data & analysis - Cover

Market Insights report

Toys & Hobby eCommerce: market data & analysis

Study Details

    Revenue

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

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Sales Channels

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Data refers to B2C enterprises. Figures are based on the sale of physical goods via a digital channel to a private end consumer. This definition encompasses purchases via desktop computers (including notebooks and laptops) as well as purchases via mobile devices (e.g., smartphones and tablets). The following are not included in the eCommerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

    Modeling approach / Market size:

    Market sizes are determined by a combined top-down and bottom-up approach, based on a specific rationale for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Statista Global Consumer Survey), data on shopping behavior (e.g., Google Trends, Alibaba Trends), and performance factors (e.g., user penetration, price/product). Furthermore, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration, and population. 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, internet penetration, and population.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the Russia/Ukraine war is considered at a country-specific level.

    Ecommerce

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    Toys & Hobby eCommerce: market data & analysis - BackgroundToys & Hobby eCommerce: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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