The global toys and games market size is expected to reach USD 357.59 billion by 2033, registering a CAGR of 3.9% from 2026 to 2033, according to a new report by Grand View Research, Inc. Sales increased as the pandemic spread. Toy sales increased in 2020, with games & puzzles, dolls & action figures, and outdoor plays being the most popular categories. The use of weather-related items was a big aspect of outdoor activity. Sleds, snow-coloring toys, inflatables, and tools for building snow structures flew off the shelves. Due to the ease of accessibility, a large range of products, and competitive pricing, consumers are increasingly purchasing toys and games through the e-commerce channel.
The increasing sales of video games emerged as a key growth driver for the toys and games industry, reflecting changing consumer preferences and a digital transformation in entertainment. The widespread adoption of video games is evident in the substantial financial commitment made by American families, as reported by The Ascent, a Motley Fool personal finance review service. On average, American families spent USD 431 on video games, including consoles and accessories, in 2022.
The popularity of 3D and 4D puzzles has sparked creativity and excitement in the industry. These puzzles provide a more immersive experience, higher levels of engagement, and possibly even educational advantages. Wrebbit Puzzle Inc., a Canadian company, focuses on 3D puzzles. It creates a wide variety of puzzles with different themes, such as Harry Potter, Game of Thrones, and Lord of the Rings. In April 2021, the business introduced its Central Perk, a 440-piece 3D jigsaw puzzle based on the television series ‘Friends’.
Due to the rising environmental awareness among consumers and the trend of using eco-friendly and socially responsible products, the market is currently experiencing increased demand for sustainable games and puzzles. Market players have been addressing this trend by creating and promoting eco-friendly products, utilizing sustainable resources, and implementing eco-friendly manufacturing and distribution procedures. To reduce its impact on the environment, for instance, a U.S.-based corporation called Mattel, Inc. always attempts to optimize its resource use.
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The global market is shaped by the presence of established multinational manufacturers alongside an expanding pool of regional players and digitally native brands, all competing to meet evolving expectations around engagement, learning, and play quality.
The toys and games industry is increasingly influenced by adult participation, expanding demand beyond traditional child-focused consumption. A growing share of adults now purchase toys and collectibles for personal use, reflecting their role as lifestyle, hobby, and fandom-driven products.
Brand attachment remains a defining characteristic of adult toy buyers. The survey highlights that 90% of adults who recently purchased toys or collectibles describe themselves as at least somewhat loyal to the brands they buy, demonstrating strong repeat-purchase behavior.
The electric games market accounted for a share of 52.53% of the global revenue in 2025. This segment remains widely adopted across children, teenagers, and adult consumers due to its strong engagement levels, recurring content updates, and ability to deliver immersive, interactive entertainment.
The games & puzzles market is projected to grow at a CAGR of 6.2% from 2026 to 2033, driven by increasing demand for interactive, skill-based entertainment that can be used in home, educational, and social settings.
Consumers aged 15 years & above accounted for a share of 48.56% of the global revenue in 2025, underscoring the expanding role of teenagers and adults in category consumption.
Sales of toys and games through offline channels accounted for a share of around 54.11% of the global revenue in 2025. Brick-and-mortar stores remain a preferred purchase point for parents and gift buyers who value in-person product evaluation, age-appropriate guidance, and immediate product availability.
The toys and games market in the Asia Pacific accounted for a share of 40.03% of the global revenue in 2025, driven primarily by the region’s large child population, rapid urbanization, and rising disposable incomes across key markets such as China, India, Japan, and Southeast Asia.
Grand View Research has segmented the global toys and games market based on product, end user, distribution channel, and region:
Toys And Games Product Outlook (Revenue, USD Billion, 2021 - 2033)
Electronic Games
Outdoor & Sport Toys
Dolls
Preschool Toys
Games & Puzzles
Others
Toys And Games End User Outlook (Revenue, USD Billion, 2021 - 2033)
Up to 8 years
9 - 15 years
15 years & above
Toys And Games Distribution Channel Outlook (Revenue, USD Billion, 2021 - 2033)
Offline
Online
Toys And Games Regional Outlook (Revenue, USD Billion, 2021 - 2033)
North America
U.S.
Canada
Mexico
Europe
Germany
UK
France
Italy
Spain
Asia Pacific
China
Japan
India
South Korea
Australia & New Zealand
Central & South America
Brazil
Argentina
Middle East & Africa
South Africa
Saudi Arabia
List of Key Players in Toys And Games Market
Spin Master
The LEGO Group
SANRIO CO., LTD.
Playmates Toys Limited
JAKKS Pacific, Inc.
Mattel
Hasbro
Schylling
Bandai Namco Holdings Inc.
Dream International Limited
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