Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Kids’ Electronics Market by Type (Plug and Play Video Games, Electronic Learning Toys, Remote Controlled Robotic Toys, Cameras and Camcorders, Kids Walkie Talkies, Electronic Pets, Others), By Application (Household, Kindergarten, Nursery, Children’s Hospital, Early Education Institution) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Kids’ Electronics Market by Type (Plug and Play Video Games, Electronic Learning Toys, Remote Controlled Robotic Toys, Cameras and Camcorders, Kids Walkie Talkies, Electronic Pets, Others), By Application (Household, Kindergarten, Nursery, Children’s Hospital, Early Education Institution) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 286417 4200 Consumer Goods 377 224 Pages 4.9 (45)
                                          

Market Overview:


The global kids' electronics market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as the increasing demand for plug and play video games, electronic learning toys, remote controlled robotic toys, cameras and camcorders, kids walkie talkies, electronic pets, and others among children across the globe. In addition, rising disposable income of parents is also propelling the growth of this market. However, safety concerns associated with use of kids' electronics may hamper the growth of this market to some extent during the forecast period. On basis on type segmentation ,the global Kids’ Electronics Market is segmented into Plug and Play Video Games , Electronic Learning Toys , Remote Controlled Robotic Toys Cameras & Camcorders 、Kids Walkie Talkies 、Electronic Pets 、Others . Among these segments , Plug and Play Video Games held dominant position in 2017and it is projected that it will continue its dominance over other types by 2030 owing to technological advancements coupled with increasing demand for such games from children across different age groups . On basis on application segmentation,the Global Kids’ Electronics Market are classified into Households 、Kindergartens Nurseries 、Children's Hospitals Early Education Institutions .


Global Kids\' Electronics Industry Outlook


Product Definition:


Kids' electronics are a type of electronic device specifically designed for children. They can include handheld devices, such as video game consoles and mobile phones, or larger items, such as laptops and tablets. Kids' electronics often have educational content and games that are designed to help children learn. They can also offer a variety of entertainment options, including movies, music, and books.


Plug and Play Video Games:


Plug and play video games are designed for home entertainment as well as gaming consoles. They are easy to operate and have a wide range of features that attract the interest of the players. The concept has been around for quite some time; however, it gained significant traction in the late 1990s with the advent of broadband internet services and digital media players.


Electronic Learning Toys:


Electronic learning toys are devices that stimulate and encourage children's natural curiosity. These electronic products are designed to keep the attention of kids for a longer period, thereby helping them learn various concepts such as letters and alphabets, numbers, language (english), science (etherial bodies), geography, art history etc. The toy generally consists of several components such as games or story books along with sound effects and music which when assembled together form an effective learning tool for kids.


Application Insights:


The application segment is segregated into three broad categories, namely household, kindergarten, and children¢â‚¬â„¢s hospital. The household category dominated the market in 2017 owing to rising disposable income among parents globally. Furthermore, growing urbanization has led to an increase in demand for electronic products such as smart TVs and gaming consoles by households across the globe.


The children¢â‚¬â„¢s hospital category is expected to witness significant growth over the forecast period due to a rise in health issues among kids coupled with high spending on healthcare services worldwide. Moreover, technological advancements have also paved way for remote monitoring of medical devices from distant locations which will further boost product demand over the coming years.


Electronic learning toys are widely used by kindergartens around the world since they help stimulate kid's mental development through games that require logical thinking.


Regional Analysis:


North America dominated the global kids' electronics market in 2017. The U.S., as well as, Canada are considered to be the most developed countries with high disposable income of consumers and continuous technological advancements in various fields including entertainment, healthcare, and education. Moreover, increasing popularity of video games among children and teenagers is driving demand for technologically advanced products such as gaming console along with software & accessories to enhance gameplay experience.


Asia Pacific is expected to witness significant growth over the forecast period owing to rising disposable income coupled with growing adoption of western culture especially in developing countries such as India & China which has a strong influence from Hong Kong & Macau due to close proximity with China proper.


Growth Factors:


  • Increasing demand for gadgets and toys that can be operated using smartphones and tablets
  • Rising popularity of augmented reality and virtual reality games among kids
  • Proliferation of affordable electronic devices targeted at children
  • Growing trend of parents buying electronics as educational tools for their kids
  • Increased spending on Kids' Electronics by affluent consumers

Scope Of The Report

Report Attributes

Report Details

Report Title

Kids' Electronics Market Research Report

By Type

Plug and Play Video Games, Electronic Learning Toys, Remote Controlled Robotic Toys, Cameras and Camcorders, Kids Walkie Talkies, Electronic Pets, Others

By Application

Household, Kindergarten, Nursery, Children's Hospital, Early Education Institution

By Companies

Lego, Hasbro, Kenner, Nerf, Mattel, MEGA Bloks, Fisher Price, Tiger Electronics, Toys R Us, VTech, Lego, Toy Biz, Playmobil

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

224

Number of Tables & Figures

157

Customization Available

Yes, the report can be customized as per your need.


Global Kids' Electronics Market Report Segments:

The global Kids' Electronics market is segmented on the basis of:

Types

Plug and Play Video Games, Electronic Learning Toys, Remote Controlled Robotic Toys, Cameras and Camcorders, Kids Walkie Talkies, Electronic Pets, Others

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Household, Kindergarten, Nursery, Children's Hospital, Early Education Institution

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Lego
  2. Hasbro
  3. Kenner
  4. Nerf
  5. Mattel
  6. MEGA Bloks
  7. Fisher Price
  8. Tiger Electronics
  9. Toys R Us
  10. VTech
  11. Lego
  12. Toy Biz
  13. Playmobil

Global Kids\' Electronics Market Overview


Highlights of The Kids' Electronics Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Plug and Play Video Games
    2. Electronic Learning Toys
    3. Remote Controlled Robotic Toys
    4. Cameras and Camcorders
    5. Kids Walkie Talkies
    6. Electronic Pets
    7. Others
  1. By Application:

    1. Household
    2. Kindergarten
    3. Nursery
    4. Children's Hospital
    5. Early Education Institution
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Kids' Electronics Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Kids\' Electronics Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Kids' electronics are items such as video games, DVD players, and cell phones that are designed for children.

Some of the key players operating in the kids' electronics market are Lego, Hasbro, Kenner, Nerf, Mattel, MEGA Bloks, Fisher Price, Tiger Electronics, Toys R Us, VTech, Lego, Toy Biz, Playmobil.

The kids' electronics market is expected to register a CAGR of 5.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Kids' Electronics Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Kids' Electronics Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Kids' Electronics Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Kids' Electronics Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Kids' Electronics Market Size & Forecast, 2018-2028       4.5.1 Kids' Electronics Market Size and Y-o-Y Growth       4.5.2 Kids' Electronics Market Absolute $ Opportunity

Chapter 5 Global Kids' Electronics Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Kids' Electronics Market Size Forecast by Type
      5.2.1 Plug and Play Video Games
      5.2.2 Electronic Learning Toys
      5.2.3 Remote Controlled Robotic Toys
      5.2.4 Cameras and Camcorders
      5.2.5 Kids Walkie Talkies
      5.2.6 Electronic Pets
      5.2.7 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Kids' Electronics Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Kids' Electronics Market Size Forecast by Applications
      6.2.1 Household
      6.2.2 Kindergarten
      6.2.3 Nursery
      6.2.4 Children's Hospital
      6.2.5 Early Education Institution
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Kids' Electronics Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Kids' Electronics Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Kids' Electronics Analysis and Forecast
   9.1 Introduction
   9.2 North America Kids' Electronics Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Kids' Electronics Market Size Forecast by Type
      9.6.1 Plug and Play Video Games
      9.6.2 Electronic Learning Toys
      9.6.3 Remote Controlled Robotic Toys
      9.6.4 Cameras and Camcorders
      9.6.5 Kids Walkie Talkies
      9.6.6 Electronic Pets
      9.6.7 Others
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Kids' Electronics Market Size Forecast by Applications
      9.10.1 Household
      9.10.2 Kindergarten
      9.10.3 Nursery
      9.10.4 Children's Hospital
      9.10.5 Early Education Institution
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Kids' Electronics Analysis and Forecast
   10.1 Introduction
   10.2 Europe Kids' Electronics Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Kids' Electronics Market Size Forecast by Type
      10.6.1 Plug and Play Video Games
      10.6.2 Electronic Learning Toys
      10.6.3 Remote Controlled Robotic Toys
      10.6.4 Cameras and Camcorders
      10.6.5 Kids Walkie Talkies
      10.6.6 Electronic Pets
      10.6.7 Others
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Kids' Electronics Market Size Forecast by Applications
      10.10.1 Household
      10.10.2 Kindergarten
      10.10.3 Nursery
      10.10.4 Children's Hospital
      10.10.5 Early Education Institution
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Kids' Electronics Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Kids' Electronics Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Kids' Electronics Market Size Forecast by Type
      11.6.1 Plug and Play Video Games
      11.6.2 Electronic Learning Toys
      11.6.3 Remote Controlled Robotic Toys
      11.6.4 Cameras and Camcorders
      11.6.5 Kids Walkie Talkies
      11.6.6 Electronic Pets
      11.6.7 Others
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Kids' Electronics Market Size Forecast by Applications
      11.10.1 Household
      11.10.2 Kindergarten
      11.10.3 Nursery
      11.10.4 Children's Hospital
      11.10.5 Early Education Institution
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Kids' Electronics Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Kids' Electronics Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Kids' Electronics Market Size Forecast by Type
      12.6.1 Plug and Play Video Games
      12.6.2 Electronic Learning Toys
      12.6.3 Remote Controlled Robotic Toys
      12.6.4 Cameras and Camcorders
      12.6.5 Kids Walkie Talkies
      12.6.6 Electronic Pets
      12.6.7 Others
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Kids' Electronics Market Size Forecast by Applications
      12.10.1 Household
      12.10.2 Kindergarten
      12.10.3 Nursery
      12.10.4 Children's Hospital
      12.10.5 Early Education Institution
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Kids' Electronics Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Kids' Electronics Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Kids' Electronics Market Size Forecast by Type
      13.6.1 Plug and Play Video Games
      13.6.2 Electronic Learning Toys
      13.6.3 Remote Controlled Robotic Toys
      13.6.4 Cameras and Camcorders
      13.6.5 Kids Walkie Talkies
      13.6.6 Electronic Pets
      13.6.7 Others
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Kids' Electronics Market Size Forecast by Applications
      13.10.1 Household
      13.10.2 Kindergarten
      13.10.3 Nursery
      13.10.4 Children's Hospital
      13.10.5 Early Education Institution
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Kids' Electronics Market: Competitive Dashboard
   14.2 Global Kids' Electronics Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Lego
      14.3.2 Hasbro
      14.3.3 Kenner
      14.3.4 Nerf
      14.3.5 Mattel
      14.3.6 MEGA Bloks
      14.3.7 Fisher Price
      14.3.8 Tiger Electronics
      14.3.9 Toys R Us
      14.3.10 VTech
      14.3.11 Lego
      14.3.12 Toy Biz
      14.3.13 Playmobil

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