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Reimagining Licensing in Toys and Games: The Rise of New Players, Challenges for Established Powerhouses

  • ID: 5234711
  • Report
  • December 2020
  • Region: Global
  • 31 Pages
  • Euromonitor International
Captive audiences at home in 2020 have been re-shaping the business of entertainment. Where children (and adults) consume content influences their interests, shopping and playtime. For the licensing business, new routes to consumers are both an opportunity and a disruption. Established powerhouses can leverage “vault brands” and studios to drive character development. New players, meanwhile, are leveraging streaming, e-sports, anime and mindfulness, and are bridging generation gaps.

The Reimagining Licensing in Toys and Games: The Rise of New Players, Challenges for Established Powerhouses global briefing offers a comprehensive guide to the Toys and Games market at an international level. It looks at both global and regional level performances as well as providing category and channel analysis. It identifies the leading companies and offers strategic analysis of key factors influencing the industry, new product developments as well as future trends and prospects.

Product coverage: Traditional Toys and Games, Video Games.

Data coverage: Market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
  • Get a detailed picture of the Toys and Games market;
  • Pinpoint growth sectors and identify factors driving change;
  • Understand the competitive environment, the market’s major players and leading brands;
  • Use five-year forecasts to assess how the market is predicted to develop.
Note: Product cover images may vary from those shown
  • Introduction
  • Setting the Scene
  • New Routes to Consumers
  • Fun Doesn’t Get Old
  • A New Generation of Girl Power
  • Strategic Takeaways
Note: Product cover images may vary from those shown
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