Rising sales mainly driven by video games and kidult trend
In 2024, toys and games in Hong Kong experienced an increase in value sales, largely due to the growing popularity of video games and the kidult phenomenon. Cloud gaming emerged as a solution to space constraints, and well-known brands enjoyed a resurgence. The transition to online retail has necessitated more robust e-commerce strategies. The competitive landscape become less concentrated, with the top five companies holding lower value share overall.
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Overview:
Understand the latest market trends and future growth opportunities for the Toys and Games industry in Hong Kong, China with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:
- Traditional Toys and Games
- Video Games
If you're in the Toys and Games industry in Hong Kong, China, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Toys and Games in Hong Kong, China report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Toys and Games in Hong Kong, China?
- Which are the leading brands in Toys and Games in Hong Kong, China?
- How are products distributed in Toys and Games in Hong Kong, China?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Hong Kong, China?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Toys and Games in Hong Kong, China
Rising sales mainly driven by video games and kidult trend
Video games continues to drive overall industry sales
GameBear migrates to cloud, reducing latency and improving reporting
Kidult trend increases value of toys targeting adults
Video games to drive future growth of toys and games
The need to expand target audience to drive sales in a market with declining birth rate
AI integration and increasing focus on STEM toys
Concentration in competitive landscape declines, with Chinese brands making gains
52Toys targets IPO amid growing collectibles trend
FoloToy integrates AI chatbot with plush toys for interactive tutoring
Retail e-commerce offers retailers wider reach due to cross-border platforms
HKTDC's Exhibition+ boosts retail connections, while GBA opens cross-border sales
COUNTRY REPORTS DISCLAIMER
Traditional Toys and Games in Hong Kong, China
KEY DATA FINDINGS
Kidults and collectibles help support sales of some traditional toys and games
Concerned parents aim to encourage their children to engage in creative play
Bloks Group benefits from kidult trend with successful IPO
Playmates Toys leverages nostalgia to maintain consumer engagement
Slow growth for traditional toys and games but greater footfall from mainland can support demand
Toy manufacturers look to expand target audience due to low and falling birth rate
The integration of AI and STEM toys to boost sales
LEGO Group benefits from dominating construction, the largest category
52Toys targets kidults with blind boxes and designer collectibles
FoloToy integrates AI chatbots into plush toys for interactive learning
Traditional toys and games stores remains important destination
HKTDC's Exhibition+ boosts retail connections, while GBA opens cross-border sales
Video Games in Hong Kong, China
KEY DATA FINDINGS
Video games continues to be driven by digital content and subscription services
Video games returns to growth, supported by subscription services
GameBear reduces latency and reporting times using cloud services
Tencent and NetEase use subscriptions to broaden access for gamers
Video games software set to spearhead expansion
New consoles offer access to Steam libraries, boosting online games and subscriptions
Growth of mobile games and esports underpinned by government support
Fragmented competitive landscape sees Chinese studios expanding globally via partnerships
Mad Catz launches N.E.K.O. arcade controller for fighting games
Genshin Impact and Pop Mart collaboration targets kidult trend
Retail e-commerce strengthens its dominance as distribution channel
HP launches OMEN gaming laptop with AI cooling features, supporting digital computer games
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Toys and Games
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- Action Figures and Accessories
- Arts and Crafts
- Baby and Infant
- Construction
- Dolls and Accessories
- Dress-Up and Role Play
- Games and Puzzles
- Model Vehicles
- Outdoor and Sports
- Plush
- Pre-School
- Remote Control Toys
- Ride-On Vehicles
- Scientific/Educational
- Other Traditional Toys and Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Toys and Games
This is the aggregation of traditional toys and games and video games.
See all of our definitionsWhy buy this report?
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This report originates from Passport, our Toys and Games research and analysis database.
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