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Puzzles - Norway

Norway
  • Revenue in the Puzzles Market is projected to reach US$3.37m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.00%, resulting in a projected market volume of US$4.95m by 2029.
  • With a projected market volume of US$528.00m in 2024, most revenue is generated United States.
  • In the Puzzles Market, the number of users is expected to amount to 767.3k users by 2029.
  • User penetration will be 11.6% in 2024 and is expected to hit 13.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$5.61.

Definition:

The eCommerce Puzzles market refers to the online retail sector that specializes in the sale of puzzles through digital platforms. Puzzles are recreational games or toys that require users to assemble various pieces to form a complete picture or solve a problem. The eCommerce Puzzles market encompasses the revenues, users, average revenue per user, and penetration rates of online puzzle sales.

Additional information:

eCommerce Puzzles 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 are not included.

Key players in the market are companies, such as Ravensburger AG, Buffalo Games, and Ceaco 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

  • Jigsaw puzzles, such as such as Ravensburger's Jolly Octopus and 1000-piece landscape puzzles
  • Logic puzzles, such as Sudoku, Crossword Puzzles, Brain Teasers, and Rubik's Cubes
  • Puzzle games, such as Tangram, Connect Four, Tetris, and Peg Solitaire

Out-Of-Scope

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

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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

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Sales Channels

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Users

    Most recent update: Aug 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.

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    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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