Toys and Games Product
Toys and Games Product Market Segments - by Product Type (Dolls and Action Figures, Board Games, Puzzles, Outdoor Toys, Electronic Toys), Application (Children, Adults, Educational Institutions, Corporate), Distribution Channel (Online Retail, Specialty Stores, Department Stores, Supermarkets/Hypermarkets), Age Group (0-5 Years, 6-12 Years, 13-18 Years, 18+ Years), and Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2025-2035
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- Table Of Content
- Segments
- Methodology
Toys and Games Product Market Outlook
The global toys and games product market is projected to reach a value of approximately USD 150 billion by 2035, growing at a compound annual growth rate (CAGR) of 5.5% from 2025 to 2035. The growth of this market is significantly driven by several factors, including an increase in disposable income, the influence of social media and online platforms on children's play patterns, and growing demand for interactive and educational toys. Additionally, the rise in awareness regarding the developmental benefits of play is encouraging parents to invest more in high-quality toys and games. This trend is also supported by an increase in the number of parents seeking innovative and stimulating products for their children, leading to a more dynamic and diverse market landscape. Furthermore, the ongoing technological advancements in toy production are enabling manufacturers to introduce smart and connected toys, which further fuels market expansion.
Growth Factor of the Market
The toys and games product market is experiencing robust growth owing to several key factors. One of the primary drivers is the increasing focus on child development, where parents and educational institutions recognize the importance of play in cognitive and social learning. Furthermore, the rise in dual-income families has led to higher disposable incomes, allowing families to spend more on toys and games. Additionally, the consolidation of e-commerce platforms has made purchasing toys more convenient, catering to a wider consumer base, particularly during global lockdowns. The popularity of themed merchandise, especially from popular franchises in movies and television, has also contributed significantly to market growth, creating a surge in demand for character-based toys. Finally, the growing trend towards eco-friendly and sustainable toys is reshaping consumer preferences, urging manufacturers to innovate in kind and cater to environmentally conscious buyers.
Key Highlights of the Market
- The global toys and games market is expected to reach USD 150 billion by 2035.
- The CAGR for the period 2025-2035 is estimated at 5.5%.
- Growing demand for educational toys is substantially influencing market growth.
- Technological advancements are leading to the emergence of smart toys.
- Online retail channels are becoming increasingly popular among consumers.
By Product Type
Dolls and Action Figures:
Dolls and action figures play a pivotal role in the toys and games market, accounting for a significant share of the overall revenue. The popularity of character-based dolls, especially those associated with popular media franchises, has driven demand in this segment. Manufacturers are continuously innovating, producing dolls that feature diverse representations and interactive features, which encourage imaginative play. Moreover, the trend of collector’s items for adults has expanded the market significantly beyond traditional age boundaries, attracting both young and adult collectors alike. The emotional connection children develop with dolls and action figures further enhances their marketability, as they often serve not just as toys but as companions that foster social skills and emotional intelligence.
Board Games:
Board games have seen a resurgence in popularity, especially in recent years as families seek ways to bond and engage in screen-free entertainment. This segment appeals to various demographics, including children, teenagers, and adults, and encompasses a wide range of genres from strategy to trivia. The growing trend of game nights and family gatherings has influenced board game sales positively. Additionally, the advent of hybrid board games that incorporate digital elements is attracting a tech-savvy audience while enhancing the interactive experience. Manufacturers are also focusing on themes that resonate with current social issues or popular culture, further broadening their appeal and relevance in today’s market.
Puzzles:
The puzzle segment remains a classic staple within the toys and games market, cherished for both its entertainment value and cognitive benefits. Puzzles cater to various age groups and skill levels, making them versatile and appealing to a broad consumer base. The increasing awareness of mental health and wellness has positioned puzzles as a popular choice for relaxation and stress relief. Furthermore, the introduction of innovative designs and themes, including 3D puzzles and customizable options, has rejuvenated interest in traditional puzzles. Educational puzzles that promote learning through play are also gaining traction, making them a popular choice among parents looking to enhance their children's developmental skills.
Outdoor Toys:
Outdoor toys are gaining traction as parents increasingly prioritize physical activity for their children in a world dominated by screen time. Products such as bikes, scooters, and sports equipment are essential for promoting an active lifestyle and encouraging outdoor play. The rising awareness of health benefits associated with physical activity, combined with initiatives aimed at reducing childhood obesity rates, is bolstering the outdoor toy market. Additionally, seasonal trends where families engage in outdoor activities during holidays and summer vacations catalyze sales within this segment. Manufacturers are also exploring more eco-friendly materials and designs to cater to environmentally conscious consumers, which adds to the appeal of outdoor toys.
Electronic Toys:
The electronic toys segment is witnessing rapid growth, driven by technological advancements and the increasing popularity of smart and interactive toys. Children are particularly drawn to electronic toys that offer engaging experiences and capabilities, such as augmented reality or coding features. These toys not only provide entertainment but also educate and stimulate cognitive development and critical thinking. Moreover, the proliferation of technology in daily life has led to parents being more willing to invest in high-tech toys that promise educational value. As the market evolves, we can expect to see innovations that integrate artificial intelligence and machine learning to provide personalized play experiences for children.
By Application
Children:
Children represent the largest segment within the toys and games market, as they are the primary consumers of these products. As parents become increasingly aware of the developmental benefits associated with toys, there is a growing trend towards purchasing educational and interactive toys that promote learning through play. Furthermore, the influence of popular culture, including TV shows and movies, shapes children's preferences significantly, leading to a spike in demand for themed toys. Manufacturers are responding by creating diverse product lines that cater to varying interests, from action figures to dolls, ensuring there is something for every child. The ongoing emphasis on creativity and imagination through play is driving innovation in this segment, leading to exciting new offerings that aim to engage and educate simultaneously.
Adults:
The adult segment of the toys and games market is a growing niche that often gets overlooked. However, more adults are turning to nostalgic toys from their childhood for stress relief or as collector's items. Board games and puzzles have seen a particular rise in popularity among adults, with many engaging in game nights and social gatherings. The focus on well-being has led to an increased interest in products that promote mental engagement and relaxation, making toys and games a viable choice for adults seeking leisure activities. Moreover, manufacturers are increasingly designing products that cater specifically to adult interests, including complex strategy games and collector editions of classic toys, enriching this segment further.
Educational Institutions:
Educational institutions represent a vital application area for the toys and games market, as many schools and kindergartens incorporate play-based learning methodologies into their curricula. Toys that encourage collaborative play, such as cooperative games and educational kits, are widely used to enhance social and cognitive skills among students. Educational toys are known for their ability to facilitate learning in science, technology, engineering, arts, and mathematics (STEAM) by making abstract concepts tangible and comprehensible. The growing emphasis on experiential learning is prompting educational institutions to invest in quality toys and games that foster creativity, problem-solving, and critical thinking skills among students, thereby creating a substantial opportunity for manufacturers in this segment.
Corporate:
The corporate application of toys and games is primarily focused on employee engagement and team-building initiatives. Companies are increasingly recognizing the value of play in fostering creativity and collaboration among their teams. Toys and games, such as corporate board games or team-building activities, are used to break down barriers and enhance communication within the workplace. Moreover, the growing trend of gamification in corporate training empowers employees to learn new skills in a fun and engaging manner. As organizations strive to create positive workplace cultures that prioritize employee well-being, the demand for toys and games as tools for engagement is likely to rise, opening up new avenues for market growth.
By Distribution Channel
Online Retail:
Online retail has emerged as the dominant distribution channel for toys and games, driven by the convenience it offers to consumers. E-commerce platforms allow buyers to explore a wide variety of products, read reviews, and compare prices all from the comfort of their homes. The COVID-19 pandemic accelerated this trend, as many consumers turned to online shopping for toys during lockdowns. Additionally, online retailers often provide exclusive deals and promotions, encouraging consumers to make purchases that they might not have considered in traditional brick-and-mortar stores. The rise of mobile shopping has further facilitated this trend, making it easier for consumers to shop for toys on-the-go, contributing to the growth of this distribution channel.
Specialty Stores:
Specialty stores play a crucial role in the toys and games market, offering curated selections of niche products that cater to specific interests and demographics. These stores often feature unique, high-quality, and sometimes handcrafted toys that consumers may not find in larger retail chains. Specialty stores also provide an experiential shopping environment, where customers can engage with products before purchasing, making it a popular choice for parents looking for educational or developmental toys. The knowledgeable staff in these stores can recommend products based on individual needs, creating a personalized shopping experience that is often lacking in larger retail formats. As consumers become more discerning about their purchases, specialty stores are likely to continue thriving in this market.
Department Stores:
Department stores remain a significant distribution channel for toys and games, as they offer a wide variety of products under one roof. These stores typically feature well-established toy brands and seasonal promotions, making them a convenient choice for families during holidays and special occasions. While there has been a slight decline in foot traffic to physical stores due to the rise of online shopping, department stores continue to attract customers through effective marketing strategies and engaging in-store displays. Additionally, many department stores have adapted to the changing retail landscape by enhancing their online presence, allowing them to cater to both in-store and online shoppers, thereby maintaining their relevance in the toys and games market.
Supermarkets/Hypermarkets:
Supermarkets and hypermarkets serve as essential distribution channels for toys and games, particularly for consumers seeking convenience and one-stop shopping experiences. These retail formats typically offer a limited selection of toys alongside their grocery and household products. The strategic placement of toys in high-traffic areas can stimulate impulse purchases, especially during holiday seasons. Additionally, supermarkets and hypermarkets often feature exclusive deals and promotions, making them appealing to budget-conscious consumers. As families continue to value convenience, this distribution channel will likely remain an integral part of the toys and games market, with efforts to improve product variety and display to enhance the shopping experience.
By Age Group
0-5 Years:
The age group of 0-5 years represents one of the most crucial segments within the toys and games market, as this is a formative period in a child's development. Toys designed for this age group focus on sensory stimulation, motor skills development, and cognitive growth. Products such as soft toys, building blocks, and simple puzzles are popular choices that align with developmental milestones. The growing awareness among parents regarding the benefits of play in early childhood education is further driving demand in this segment. Additionally, the trend of eco-friendly and safe materials is becoming increasingly important to consumers purchasing toys for young children, influencing the manufacturing and marketing strategies of companies in this space.
6-12 Years:
Children aged 6-12 years are at a stage where they seek more complex and interactive play experiences. This age group tends to gravitate towards toys that encourage social interaction, problem-solving, and creativity. Board games, action figures, and science kits are particularly popular as they cater to the increasing interests and developmental needs of children. As digital technology becomes more integrated into daily life, there is also a rise in demand for tech-based toys that offer educational value while being entertaining. Manufacturers are also taking note of trends in pop culture, leveraging popular media franchises to create engaging products that resonate with children, making this segment a dynamic sector in the toys and games market.
13-18 Years:
Teenagers aged 13-18 years represent a unique segment of the toys and games market, as they often transition from traditional toys to more sophisticated gaming experiences. This age group tends to favor video games, collectible card games, and strategic board games that offer a higher level of complexity and engagement. The growing popularity of eSports has also attracted this demographic, leading to increased sales of gaming-related merchandise. Moreover, the trend of social play, where friends gather to play games together, continues to drive demand. Manufacturers are responding to these trends by creating products that cater specifically to teens, including interactive and collectible items that align with their interests and social dynamics.
18+ Years:
The 18+ age group is often overlooked in the context of the toys and games market, but it is a growing demographic, particularly in the board game and collectible markets. Many adults engage in gaming and play for relaxation, socialization, and even competition. The rise of adult-oriented games that emphasize strategy and critical thinking has gained traction, appealing to consumers looking for more sophisticated entertainment options. Furthermore, collectible items, especially those rooted in nostalgia or popular culture, often attract adult consumers who are willing to invest in high-quality products. As the understanding of the value of play continues to evolve, this segment is poised to see substantial growth, encouraging manufacturers to innovate and diversify their offerings.
By Region
Regionally, the toys and games market showcases diverse trends and growth trajectories. North America currently holds a leading position in the market, accounting for approximately USD 55 billion in sales, driven primarily by high disposable incomes, a strong retail infrastructure, and a robust interest in educational toys. The region's growth is also supported by the popularity of theme-based merchandise and the increasing focus on child development. However, the market is expected to see a CAGR of around 4.5% through 2035 as competition intensifies and consumer preferences shift towards eco-friendly products. Europe follows closely behind, with a market valuation of about USD 40 billion, where cultural factors heavily influence consumer choices, and sustainability plays a significant role in buying decisions.
The Asia Pacific region is anticipated to witness the highest growth rate, with a CAGR of 7% due to rapid urbanization, rising disposable incomes, and increasing awareness of child development's importance. The region's market value is projected to reach USD 45 billion by 2035, fueled by burgeoning populations and a growing middle class. Latin America and the Middle East & Africa represent smaller markets, estimated at USD 15 billion and USD 10 billion, respectively. However, both regions are experiencing improvements in economic conditions and urbanization, creating opportunities for market growth. Manufacturers are gradually expanding their reach into these regions, recognizing the untapped potential and the shift in consumer demand towards diverse and innovative toys.
Opportunities
The toys and games market presents numerous opportunities for growth and innovation in the coming years. One of the most significant opportunities lies in the increasing demand for sustainable and eco-friendly products. As consumers become more environmentally conscious, there is a growing market for toys made from recycled materials or those that can be recycled after use. This trend not only aligns with consumer values but also presents a substantial opportunity for manufacturers to differentiate their products and enhance brand loyalty. Companies that invest in sustainable practices and products can capture a more significant share of the market and appeal to environmentally aware consumers, creating long-term growth potential.
Moreover, the integration of technology into toys presents another lucrative opportunity. With advancements in artificial intelligence and augmented reality, manufacturers can create interactive and educational toys that engage children in new and exciting ways. These technologically enhanced toys allow for personalized play experiences, catering to individual learning styles and preferences, which can greatly enhance the appeal of products. Additionally, as parents increasingly seek educational value in toys, there is an opportunity for companies to develop products that combine play with learning, particularly in areas like STEM education. This convergence of technology and education is likely to drive innovation and lead to the development of a new generation of toys that captivate and educate simultaneously.
Threats
The toys and games market faces several threats that could impact growth and profitability. One of the most pressing concerns is the increasing competition from low-cost manufacturers, particularly in emerging markets. These manufacturers often produce cheaper alternatives, which can significantly affect the market share of established brands and compel them to lower prices, thereby impacting profit margins. Additionally, the rapid pace of technological advancements means that companies must continually innovate to keep up with consumer expectations. Failing to do so can lead to obsolescence, as consumers gravitate towards newer, more engaging products. Furthermore, the market is susceptible to fluctuations in consumer spending habits, particularly in economically uncertain times, which can lead to dips in sales and revenue.
Another significant concern is the increasing scrutiny regarding toy safety and regulations. With heightened awareness of child safety, manufacturers are under pressure to ensure their products meet stringent safety standards, which can lead to increased costs and longer product development times. Compliance with international regulations can be especially challenging for smaller manufacturers, potentially restricting their market access. Moreover, changing consumer preferences towards digital entertainment options, such as video games and mobile applications, pose a threat to traditional toy sales, as children may prefer screen-based activities over physical toys. Companies must adapt to these shifts in consumer preferences while balancing product safety, quality, and innovation to remain competitive.
Competitor Outlook
- Hasbro, Inc.
- Mattel, Inc.
- LEGO Group
- Nerf (Hasbro)
- Spin Master Corp.
- Bandai Namco Holdings Inc.
- Giochi Preziosi
- Ravensburger AG
- Tomy Company, Ltd.
- Melissa & Doug LLC
- Playmobil (Geobra Brandstätter Stiftung & Co. KG)
- VTech Holdings Ltd.
- JAKKS Pacific, Inc.
- Schleich GmbH
- Crayola LLC
The competitive landscape of the toys and games market is characterized by both established giants and innovative newcomers. Major companies like Hasbro and Mattel dominate the market, leveraging their extensive portfolios of popular brands and franchises. Hasbro, known for its diverse range of toys and games, has made strategic acquisitions and licensing agreements to remain at the forefront of the industry. This includes partnerships with major entertainment franchises, which bolster its product offerings and continuously attract consumer interest. Mattel, with its iconic Barbie and Hot Wheels brands, has similarly expanded its market presence through collaborations, targeted marketing campaigns, and the introduction of contemporary themes that resonate with today’s consumers.
In addition to these giants, companies like LEGO and Spin Master have carved out significant market shares through innovation and strong brand loyalty. LEGO, renowned for its building block sets, continues to expand its product lines to include interactive and digital play experiences, ensuring its relevance in a competitive landscape. Spin Master has made strides in the electronic toys segment, producing interactive products that engage children and encourage imaginative play. The ability to adapt to changing consumer preferences and technological advancements will be critical for these companies as they navigate the evolving market dynamics.
Moreover, new entrants and smaller companies are making their mark by focusing on niche markets, including eco-friendly toys and educational games. These players often capitalize on growing consumer demand for sustainable products and innovative learning solutions. For instance, brands like Melissa & Doug emphasize educational value in their toy designs, targeting parents eager to invest in their children's growth and development. The competitive landscape continues to evolve, with companies increasingly investing in research and development to introduce unique, high-quality products that stand out in a crowded market while responding to the demand for personalization and customization in toys.
1 Appendix
- 1.1 List of Tables
- 1.2 List of Figures
2 Introduction
- 2.1 Market Definition
- 2.2 Scope of the Report
- 2.3 Study Assumptions
- 2.4 Base Currency & Forecast Periods
3 Market Dynamics
- 3.1 Market Growth Factors
- 3.2 Economic & Global Events
- 3.3 Innovation Trends
- 3.4 Supply Chain Analysis
4 Consumer Behavior
- 4.1 Market Trends
- 4.2 Pricing Analysis
- 4.3 Buyer Insights
5 Key Player Profiles
- 5.1 LEGO Group
- 5.1.1 Business Overview
- 5.1.2 Products & Services
- 5.1.3 Financials
- 5.1.4 Recent Developments
- 5.1.5 SWOT Analysis
- 5.2 Crayola LLC
- 5.2.1 Business Overview
- 5.2.2 Products & Services
- 5.2.3 Financials
- 5.2.4 Recent Developments
- 5.2.5 SWOT Analysis
- 5.3 Hasbro, Inc.
- 5.3.1 Business Overview
- 5.3.2 Products & Services
- 5.3.3 Financials
- 5.3.4 Recent Developments
- 5.3.5 SWOT Analysis
- 5.4 Mattel, Inc.
- 5.4.1 Business Overview
- 5.4.2 Products & Services
- 5.4.3 Financials
- 5.4.4 Recent Developments
- 5.4.5 SWOT Analysis
- 5.5 Nerf (Hasbro)
- 5.5.1 Business Overview
- 5.5.2 Products & Services
- 5.5.3 Financials
- 5.5.4 Recent Developments
- 5.5.5 SWOT Analysis
- 5.6 Schleich GmbH
- 5.6.1 Business Overview
- 5.6.2 Products & Services
- 5.6.3 Financials
- 5.6.4 Recent Developments
- 5.6.5 SWOT Analysis
- 5.7 Giochi Preziosi
- 5.7.1 Business Overview
- 5.7.2 Products & Services
- 5.7.3 Financials
- 5.7.4 Recent Developments
- 5.7.5 SWOT Analysis
- 5.8 Ravensburger AG
- 5.8.1 Business Overview
- 5.8.2 Products & Services
- 5.8.3 Financials
- 5.8.4 Recent Developments
- 5.8.5 SWOT Analysis
- 5.9 Spin Master Corp.
- 5.9.1 Business Overview
- 5.9.2 Products & Services
- 5.9.3 Financials
- 5.9.4 Recent Developments
- 5.9.5 SWOT Analysis
- 5.10 Melissa & Doug LLC
- 5.10.1 Business Overview
- 5.10.2 Products & Services
- 5.10.3 Financials
- 5.10.4 Recent Developments
- 5.10.5 SWOT Analysis
- 5.11 Tomy Company, Ltd.
- 5.11.1 Business Overview
- 5.11.2 Products & Services
- 5.11.3 Financials
- 5.11.4 Recent Developments
- 5.11.5 SWOT Analysis
- 5.12 JAKKS Pacific, Inc.
- 5.12.1 Business Overview
- 5.12.2 Products & Services
- 5.12.3 Financials
- 5.12.4 Recent Developments
- 5.12.5 SWOT Analysis
- 5.13 VTech Holdings Ltd.
- 5.13.1 Business Overview
- 5.13.2 Products & Services
- 5.13.3 Financials
- 5.13.4 Recent Developments
- 5.13.5 SWOT Analysis
- 5.14 Bandai Namco Holdings Inc.
- 5.14.1 Business Overview
- 5.14.2 Products & Services
- 5.14.3 Financials
- 5.14.4 Recent Developments
- 5.14.5 SWOT Analysis
- 5.15 Playmobil (Geobra Brandstätter Stiftung & Co. KG)
- 5.15.1 Business Overview
- 5.15.2 Products & Services
- 5.15.3 Financials
- 5.15.4 Recent Developments
- 5.15.5 SWOT Analysis
- 5.1 LEGO Group
6 Market Segmentation
- 6.1 Toys and Games Product Market, By Age Group
- 6.1.1 0-5 Years
- 6.1.2 6-12 Years
- 6.1.3 13-18 Years
- 6.1.4 18+ Years
- 6.2 Toys and Games Product Market, By Application
- 6.2.1 Children
- 6.2.2 Adults
- 6.2.3 Educational Institutions
- 6.2.4 Corporate
- 6.3 Toys and Games Product Market, By Product Type
- 6.3.1 Dolls and Action Figures
- 6.3.2 Board Games
- 6.3.3 Puzzles
- 6.3.4 Outdoor Toys
- 6.3.5 Electronic Toys
- 6.4 Toys and Games Product Market, By Distribution Channel
- 6.4.1 Online Retail
- 6.4.2 Specialty Stores
- 6.4.3 Department Stores
- 6.4.4 Supermarkets/Hypermarkets
- 6.1 Toys and Games Product Market, By Age Group
7 Competitive Analysis
- 7.1 Key Player Comparison
- 7.2 Market Share Analysis
- 7.3 Investment Trends
- 7.4 SWOT Analysis
8 Research Methodology
- 8.1 Analysis Design
- 8.2 Research Phases
- 8.3 Study Timeline
9 Future Market Outlook
- 9.1 Growth Forecast
- 9.2 Market Evolution
10 Geographical Overview
- 10.1 Europe - Market Analysis
- 10.1.1 By Country
- 10.1.1.1 UK
- 10.1.1.2 France
- 10.1.1.3 Germany
- 10.1.1.4 Spain
- 10.1.1.5 Italy
- 10.1.1 By Country
- 10.2 Asia Pacific - Market Analysis
- 10.2.1 By Country
- 10.2.1.1 India
- 10.2.1.2 China
- 10.2.1.3 Japan
- 10.2.1.4 South Korea
- 10.2.1 By Country
- 10.3 Latin America - Market Analysis
- 10.3.1 By Country
- 10.3.1.1 Brazil
- 10.3.1.2 Argentina
- 10.3.1.3 Mexico
- 10.3.1 By Country
- 10.4 North America - Market Analysis
- 10.4.1 By Country
- 10.4.1.1 USA
- 10.4.1.2 Canada
- 10.4.1 By Country
- 10.5 Middle East & Africa - Market Analysis
- 10.5.1 By Country
- 10.5.1.1 Middle East
- 10.5.1.2 Africa
- 10.5.1 By Country
- 10.6 Toys and Games Product Market by Region
- 10.1 Europe - Market Analysis
11 Global Economic Factors
- 11.1 Inflation Impact
- 11.2 Trade Policies
12 Technology & Innovation
- 12.1 Emerging Technologies
- 12.2 AI & Digital Trends
- 12.3 Patent Research
13 Investment & Market Growth
- 13.1 Funding Trends
- 13.2 Future Market Projections
14 Market Overview & Key Insights
- 14.1 Executive Summary
- 14.2 Key Trends
- 14.3 Market Challenges
- 14.4 Regulatory Landscape
Segments Analyzed in the Report
The global Toys and Games Product market is categorized based on
By Product Type
- Dolls and Action Figures
- Board Games
- Puzzles
- Outdoor Toys
- Electronic Toys
By Application
- Children
- Adults
- Educational Institutions
- Corporate
By Distribution Channel
- Online Retail
- Specialty Stores
- Department Stores
- Supermarkets/Hypermarkets
By Age Group
- 0-5 Years
- 6-12 Years
- 13-18 Years
- 18+ Years
By Region
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East & Africa
Key Players
- Hasbro, Inc.
- Mattel, Inc.
- LEGO Group
- Nerf (Hasbro)
- Spin Master Corp.
- Bandai Namco Holdings Inc.
- Giochi Preziosi
- Ravensburger AG
- Tomy Company, Ltd.
- Melissa & Doug LLC
- Playmobil (Geobra Brandstätter Stiftung & Co. KG)
- VTech Holdings Ltd.
- JAKKS Pacific, Inc.
- Schleich GmbH
- Crayola LLC
- Publish Date : Jan 21 ,2025
- Report ID : CO-24094
- No. Of Pages : 100
- Format : |
- Ratings : 4.5 (110 Reviews)