Growth fuelled by video games, kidult trend, collectibles, and e-commerce
In 2024, toys and games in Italy saw a modest rise in value sales. Notable trends included the upsurge in video game popularity and the kidult phenomenon, with specialist stores increasingly targeting adult consumers.
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Overview:
Understand the latest market trends and future growth opportunities for the Toys and Games industry in Italy 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 Italy, 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 Italy 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 Italy?
- Which are the leading brands in Toys and Games in Italy?
- How are products distributed in Toys and Games in Italy?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Italy?
- 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 Italy
Growth fuelled by video games, kidult trend, collectibles, and e-commerce
Video games records fastest growth
Tamagotchi relaunch targets nostalgic adults amid kidult trend
Collectibles gain popularity, driven by limited editions and social media
Moana film drives merchandise sales with Mattel and JAKKS Pacific
Video games to lead industry growth
Cloud gaming and personalisation to shape future gaming experiences
Toy affordability improves but inflation still hampers sales growth
Fila targets adults with Didò variations amid changing market
MGA launches Bratz Mean Girls doll line with Paramount Consumer Products
Peg Perego reduces workforce amid sales decline, acquisition possible
Plaion relaunches vintage console, targeting nostalgia and adult consumers
E-commerce remains dominant distribution channel, although in-store remains important
Pop Mart opens first store, targeting kidults with licensed figures
TV adverts drive board game popularity, particularly Monopoly, Cluedo and Forza 4
COUNTRY REPORTS DISCLAIMER
Traditional Toys and Games in Italy
KEY DATA FINDINGS
Growth in construction and puzzles and games driven by nostalgia, and community
Lego uses pop-up shops and partnerships to drive growth
Funko Pop! Valentine's release highlights kidult influence on gift choices
Nostalgia a strong feature behind collectibles and marketing campaigns
Miraculous licensing drives sales, leveraging TV and film tie-ins
Construction to lead overall growth in category impacted by changing demographics
Licensing to shape traditional toys and games and influence trends
Tech integration and further rise of digitalisation
LEGO strengthens leadership with seasonal sets and new licensed products
Spin Master marks Rubik's Cube anniversary with new products
Cranio Creations partners Quercetti to launch Point Art game in 2024
Clementoni's AIRO robot wins innovation award for educational gaming
Rocco Giocattoli expands retail presence and tests new product launches
Lucca Comics showcases product launches and brand engagement for games
Online channels drive toy sales, influenced by social media trends
Video Games in Italy
KEY DATA FINDINGS
Growth in video games driven by mental wellbeing, online play, and multiplayer engagement
Growth of video games software soars due to mental health benefits
Ubisoft and Mattel expand Uno franchise through video game partnerships
Established franchises drive video game sales amid rising development costs
Video games software projected to spearhead growth
Established franchises and digital platforms to drive industry growth
Opportunities and headwinds
Nintendo Switch 2 launch to reshape competitive landscape
Steam Deck boosts gaming with recording feature and parental controls
Microsoft adopts multiplatform strategy as gaming moves beyond hardware
Warner Bros. Games expands Harry Potter games and theme park experiences
E-commerce leadership sustained by entertainment integration and in-store brand reinforcement
Square Enix to launch games across all platforms after sales disappointment
NetEase gains top-seller status with free-to-play game
Consumers switch to online gaming, impacting hardware sales
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.
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This report originates from Passport, our Toys and Games research and analysis database.
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