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Australia Toys and Games - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2026-2031)

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    Report

  • 120 Pages
  • August 2026
  • Region: Australia
  • Mordor Intelligence
  • ID: 5459004
The australia toys and games market size is expected to grow from USD 1.43 billion in 2025 to USD 1.47 billion in 2026 and is forecast to reach USD 1.71 billion by 2031 at 3.05% CAGR over 2026-2031. This report is Segmented by Product Type (Action Figures and Figurines, Dolls and Plush, and More), by Age Group (0-3 Years, 3-8 Years, and More), by Distribution Channel (Specialty Toy Stores, Online Retail, and More), by Geography (New South Wales, Victoria, and More). The Market Forecasts are Provided in Terms of Value (USD) and Volume (Units).

Australia Toys And Games Market Trends and Insights

Rising Disposable Income and Gifting Culture

Household spending resilience supports the Australia toys market as discretionary budgets expand even when essentials outpace wage growth. Elevated gifting traditions across multicultural calendars add several mini seasons beyond Christmas, sustaining revenue consistency throughout the year. Younger adults aged 25-29 maintain toy purchases despite trimming other discretionary categories, indicating enduring emotional attachment to childhood experiences. Premium products flourish during peak events such as Chinese New Year, Diwali, and Eid, encouraging manufacturers to broaden culturally relevant assortments. As retailers refine loyalty programs, gifting remains a strategic anchor for average-order-value growth across physical and digital channels.

Expansion of Licensed Merchandise Franchises

Intellectual-property franchises deepen engagement in the Australia toys market by coupling streaming content with merchandise drops, creating recurring sales beyond initial launches. Bluey’s global reach across 50 countries demonstrates local IP scalability, and Moose Toys leverages this momentum through worldwide production agreements. Mattel’s 2025 acquisition of DC Comics rights re-positions the firm for category leadership while limiting competitors’ access to high-equity characters, raising entry barriers. Strong national IP protection laws reassure licensors and spur further collaborations, especially as cross-platform storytelling aligns with parents’ preference for recognizable educational narratives. Licensing also enables quick merchandise refreshes that coincide with new series seasons, keeping shelf assortments dynamic and driving impulse purchases.

Competition from Digital Entertainment and Screen Time

Children aged 12-13 spend more than 3 weekday hours on screens, climbing past 4 hours on weekends, siphoning attention from traditional toys. Free-to-play mobile titles channel discretionary dollars into micro-transactions rather than one-off purchases, while console ecosystems from Nintendo and Sony deepen loyalty through subscription models. The restraint is sharpest among tweens and teens but cascades into younger cohorts as tablets become learning aids. Hybrid experiences that fuse augmented reality with physical pieces partially offset this shift, suggesting opportunity spaces for adaptable brands. Retailers respond by curating interactive in-store demos that rekindle tactile engagement among digitally native shoppers.

Other drivers and restraints analyzed in the detailed report include:

  • Growth in E-commerce and Omnichannel Retail
  • Increasing Demand for Educational and STEM Toys
  • Rising Safety Certification and Compliance Costs

Segment Analysis

Educational and STEM Toys represent the fastest-expanding category, advancing at a 5.12% CAGR to 2031 and steadily increasing their contribution to the Australia toys market. Unit demand rises as parents perceive coding robots, science kits, and math games as tools that improve school performance, aligning with national curriculum updates. Simultaneously, regulatory attention to STEM proficiency elevates these items from nice-to-have gifts into planned household purchases, supporting higher price points. Dolls and Plush maintain a 23.05% revenue lead in 2025 by capturing emotional attachment and inclusive storylines, while Construction Sets enjoy loyal adult collectors who extend the lifespan of core franchises. Games and Puzzles thrive by bridging cross-generational social play, harnessing stay-at-home habits that persisted after the pandemic period.

Outdoor and Sports Toys experience muted growth because urban households lack expansive play areas, yet demand endures among health-minded parents integrating physical activity into daily routines. Vehicles and Remote-Control items remain relevant by embedding Bluetooth or Wi-Fi controls, offering a bridge between tactile manipulation and smartphone familiarity. Video-Game Hardware sits at the convergence of entertainment and toy retail, with handheld consoles sold alongside board games at omnichannel outlets. The residual “Others” classification gathers sustainable bamboo skittles, sensory autism aids, and AI-driven companions that foreshadow new niches within the Australia toys market.

Complete Report Scope:

  • By Product Type
    • Action Figures and Figurines
    • Dolls and Plush
    • Construction and Building Sets
    • Games and Puzzles
    • Outdoor and Sports Toys
    • Vehicles and Remote Control
    • Educational and STEM Toys
    • Video-Game Hardware and Software
    • Others
  • By Age Group
    • 0-3 Years
    • 3-8 Years
    • 8-12 Years
    • 12-18 Years
    • Adults and Hobby Collectors
  • By Distribution Channel
    • Specialty Toy Stores
    • Online Retail
    • Department and Discount Stores
    • Supermarkets and Hypermarkets
    • Others
  • By Geography
    • New South Wales
    • Victoria
    • Queensland
    • Western Australia
    • South Australia
    • Tasmania
    • Australian Capital Territory
    • Northern Territory

List of Companies Covered in this Report:

  • Hasbro Inc.
  • Mattel Inc.
  • The LEGO Group
  • Moose Toys
  • Funko Inc.
  • Spin Master Corp.
  • Bandai Namco Holdings
  • VTech Holdings Ltd
  • Games Workshop Group PLC
  • Nintendo Co., Ltd.
  • Jakks Pacific
  • Microsoft Corp. (Xbox Division)
  • JB Hi-Fi Group (Zing Pop Culture)
  • Kogan.com Ltd
  • Target Australia Pty Ltd
  • Big W (Woolworths Group)
  • Best & Less
  • Baby Bunting Group
  • EB Games Australia
  • The Reject Shop
  • MGA Entertainment
  • Toyworld

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

Table of Contents

1 Introduction
1.1 Study Assumptions & Market Definition
1.2 Scope of the Study
2 Research Methodology3 Executive Summary
4 Market Landscape
4.1 Market Overview
4.2 Market Drivers
4.2.1 Rising Disposable Income And Gifting Culture
4.2.2 Expansion Of Licensed Merchandise Franchises
4.2.3 Growth In E-Commerce And Omnichannel Retail
4.2.4 Increasing Demand For Educational And Stem Toys
4.2.5 Government Funding For Early-Childhood Stem Programs
4.2.6 Adult Collectible And Hobby Community Expansion
4.3 Market Restraints
4.3.1 Competition From Digital Entertainment And Screen Time
4.3.2 Rising Safety Certification And Compliance Costs
4.3.3 Price Sensitivity Amid Economic Uncertainties
4.3.4 Sustainability Scrutiny And Packaging-Waste Regulations
4.4 Value / Supply-Chain Analysis
4.5 Regulatory Landscape
4.6 Technological Outlook
4.7 Porter's Five Forces
4.7.1 Threat of New Entrants
4.7.2 Bargaining Power of Suppliers
4.7.3 Bargaining Power of Buyers
4.7.4 Threat of Substitutes
4.7.5 Competitive Rivalry
5 Market Size & Growth Forecasts
5.1 By Product Type
5.1.1 Action Figures and Figurines
5.1.2 Dolls and Plush
5.1.3 Construction and Building Sets
5.1.4 Games and Puzzles
5.1.5 Outdoor and Sports Toys
5.1.6 Vehicles and Remote Control
5.1.7 Educational and STEM Toys
5.1.8 Video-Game Hardware and Software
5.1.9 Others
5.2 By Age Group
5.2.1 0-3 Years
5.2.2 3-8 Years
5.2.3 8-12 Years
5.2.4 12-18 Years
5.2.5 Adults and Hobby Collectors
5.3 By Distribution Channel
5.3.1 Specialty Toy Stores
5.3.2 Online Retail
5.3.3 Department and Discount Stores
5.3.4 Supermarkets and Hypermarkets
5.3.5 Others
5.4 By Geography
5.4.1 New South Wales
5.4.2 Victoria
5.4.3 Queensland
5.4.4 Western Australia
5.4.5 South Australia
5.4.6 Tasmania
5.4.7 Australian Capital Territory
5.4.8 Northern Territory
6 Competitive Landscape
6.1 Market Concentration
6.2 Strategic Moves
6.3 Market Share Analysis
6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products & Services, and Recent Developments)
6.4.1 Hasbro Inc.
6.4.2 Mattel Inc.
6.4.3 The LEGO Group
6.4.4 Moose Toys
6.4.5 Funko Inc.
6.4.6 Spin Master Corp.
6.4.7 Bandai Namco Holdings
6.4.8 VTech Holdings Ltd
6.4.9 Games Workshop Group PLC
6.4.10 Nintendo Co., Ltd.
6.4.11 Jakks Pacific
6.4.12 Microsoft Corp. (Xbox Division)
6.4.13 JB Hi-Fi Group (Zing Pop Culture)
6.4.14 Kogan.com Ltd
6.4.15 Target Australia Pty Ltd
6.4.16 Big W (Woolworths Group)
6.4.17 Best & Less
6.4.18 Baby Bunting Group
6.4.19 EB Games Australia
6.4.20 The Reject Shop
6.4.21 MGA Entertainment
6.4.22 Toyworld
7 Market Opportunities & Future Outlook
7.1 White-space & unmet-need assessment

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Hasbro Inc.
  • Mattel Inc.
  • The LEGO Group
  • Moose Toys
  • Funko Inc.
  • Spin Master Corp.
  • Bandai Namco Holdings
  • VTech Holdings Ltd
  • Games Workshop Group PLC
  • Nintendo Co., Ltd.
  • Jakks Pacific
  • Microsoft Corp. (Xbox Division)
  • JB Hi-Fi Group (Zing Pop Culture)
  • Kogan.com Ltd
  • Target Australia Pty Ltd
  • Big W (Woolworths Group)
  • Best & Less
  • Baby Bunting Group
  • EB Games Australia
  • The Reject Shop
  • MGA Entertainment
  • Toyworld