Product Code: ETC040029 | Publication Date: Jul 2023 | Updated Date: Jan 2024 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 70 | No. of Figures: 35 | No. of Tables: 5 | |
The Indonesia Toys and Games marketwas d at USD 9.31 billion in 2020 and is expected to grow with a CAGR of 6% during theperiod 2021-2026. Growing demand for educational toys increasing disposable incomes and growing influence of digital media are some of the key factors driving theof this market in Indonesia. In addition rising number of working women population has increased their purchasing power as well as encouraged them to buy more toys for their children as a form of entertainment. To meet the rising demand for toys games products manufacturers have started producing innovative designs which will further fuelin Indonesia`s Toys Games Market over theperiod.
The rise in disposable income among urban living families has enabled them to purchase more expensive toy products such as electronic devices or remote control vehicles that require batteries or electricity. As middle class households continue to grow along with overall economic prosperity throughout Indonesia it is expected that consumer spending on recreational activities like buying new toys will increase significantly over time influencingprospects forplayers operating within the country?s Toy Game market. The modernization trend witnessed across retail landscape coupled with a surge in eCommerce platforms providing convenient shopping experience encouraging consumers towards online purchases thereby boosting sales potential within the Indonesia Toy Game . This factor has also resulted in the emergence of various international brands providing customers access to wide portfolio offerings including plush dolls action figures creative play sets etc. enabling customer engagement through interesting gaming experiences.
Lack of quality standardisation policies governing toy manufacturing process continues to remain an issue resulting into low end products flooding unorganised markets all throughout Indonesia . Suchenable counterfeit product makers sell inferior quality items at lower prices which hampers sustainability efforts by establishedoperating within thewhile limiting long term profitability prospects across sector.Sustained investment requirement towards distribution channels followed by presence large organised retailers offering attractive discounts remains major challenge hindering penetration rate across Indonesia toy game. Poor consumer awareness regarding benefits offered by branded globally recognizedfurther limits expansion opportunities making it difficult to establish a meaningful foothold all throughout country?s regional markets.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Indonesia Toys & Games Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Toys & Games Market Revenues & Volume, 2020 & 2030F |
3.3 Indonesia Toys & Games Market - Industry Life Cycle |
3.4 Indonesia Toys & Games Market - Porter's Five Forces |
3.5 Indonesia Toys & Games Market Revenues & Volume Share, By Product Type, 2020 & 2030F |
3.6 Indonesia Toys & Games Market Revenues & Volume Share, By Applications, 2020 & 2030F |
3.7 Indonesia Toys & Games Market Revenues & Volume Share, By Distribution Channel, 2020 & 2030F |
4 Indonesia Toys & Games Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 Indonesia Toys & Games Market Trends |
6 Indonesia Toys & Games Market, By Types |
6.1 Indonesia Toys & Games Market, By Product Type |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Toys & Games Market Revenues & Volume, By Product Type, 2020-2030F |
6.1.3 Indonesia Toys & Games Market Revenues & Volume, By Puzzles, 2020-2030F |
6.1.4 Indonesia Toys & Games Market Revenues & Volume, By Preschool Toys, 2020-2030F |
6.1.5 Indonesia Toys & Games Market Revenues & Volume, By Outdoor/Sports, 2020-2030F |
6.1.6 Indonesia Toys & Games Market Revenues & Volume, By Dolls, 2020-2030F |
6.1.7 Indonesia Toys & Games Market Revenues & Volume, By Video Games, 2020-2030F |
6.1.8 Indonesia Toys & Games Market Revenues & Volume, By Others, 2020-2030F |
6.2 Indonesia Toys & Games Market, By Applications |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Toys & Games Market Revenues & Volume, By 0 - 8 Years, 2020-2030F |
6.2.3 Indonesia Toys & Games Market Revenues & Volume, By 8 - 15 Years, 2020-2030F |
6.2.4 Indonesia Toys & Games Market Revenues & Volume, By 15 Years & Above, 2020-2030F |
6.3 Indonesia Toys & Games Market, By Distribution Channel |
6.3.1 Overview and Analysis |
6.3.2 Indonesia Toys & Games Market Revenues & Volume, By Offline, 2020-2030F |
6.3.3 Indonesia Toys & Games Market Revenues & Volume, By Online, 2020-2030F |
7 Indonesia Toys & Games Market Import-Export Trade Statistics |
7.1 Indonesia Toys & Games Market Export to Major Countries |
7.2 Indonesia Toys & Games Market Imports from Major Countries |
8 Indonesia Toys & Games Market Key Performance Indicators |
9 Indonesia Toys & Games Market - Opportunity Assessment |
9.1 Indonesia Toys & Games Market Opportunity Assessment, By Product Type, 2020 & 2030F |
9.2 Indonesia Toys & Games Market Opportunity Assessment, By Applications, 2020 & 2030F |
9.3 Indonesia Toys & Games Market Opportunity Assessment, By Distribution Channel, 2020 & 2030F |
10 Indonesia Toys & Games Market - Competitive Landscape |
10.1 Indonesia Toys & Games Market Revenue Share, By Companies, 2023 |
10.2 Indonesia Toys & Games Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |