Traditional Toys and Games in China

June 2025
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Overview:

Understand the latest market trends and future growth opportunities for the Traditional Toys and Games industry in 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.

If you're in the Traditional Toys and Games industry in 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 Traditional Toys and Games in 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 Traditional Toys and Games in China?
  • Which are the leading brands in Traditional Toys and Games in China?
  • How are products distributed in Traditional Toys and Games in China?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in 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?

Traditional Toys and Games in China - Category analysis

KEY DATA FINDINGS

Kidults and collectibles are key trends driving an acceleration of growth
Chart 1 Key Trends 2024
Games and puzzles drives growth due to rising popularity of trading cards
Construction maintains solid growth despite a high base, but polarisation seen
BubblePal enhances traditional toys and games with AI, boosting growth
Chart 2 Haivivi Interactive Toys Incorporates Voice Recognition and Adaptive Learning
Jellycat leverages the kidult trend with pop-up café and immersive experiences
Chart 3 Jellycat’s Shanghai Pop-Up Café Celebrates the Brand's 25th Anniversary
Construction set to lead growth in traditional toys and games
Tech integration and AI personalisation to reshape play experiences
Emotional connections set to reshape traditional toys and games
Kayou sees growth amidst increasing concentration
Pop Mart extends its lead in dolls and accessories thanks to blind box model and IPs
Pop Mart and Kayou expand as collectibles surge in popularity
Luka's AI Learning Companion achieves success with interactive learning
Chart 4 Analyst Insight
E-commerce gains ground as consumers chase better deals and experiences
Companies also favour retail e-commerce
Offline presence remains important as stores attract consumers with experiences

Toys and Games in China - Industry Overview

AI personalisation and local cultural elements are important growth drivers
Chart 5 Key Trends 2024
Traditional toys and games witnesses the fastest growth, while video games dominates sales
AI used to personalise traditional games and video games experiences
Chart 6 Justice Online Launches AI Arena
Demand for collectibles drives growth for blind boxes and trading cards
Chart 7 China’s Collectible Card Craze Drives Continued Expansion
Localised innovations drive value sales, exemplified by Black Myth: Wukong
Chart 8 Analyst Insight
Video games to see the highest sales during the forecast period
Technology and personalisation set to continue to contribute to growth
Licensed toys, collectibles, and kidults set to drive expansion in traditional toys and games
Mobile games, subscriptions, and cross-platform models set to drive growth in video games
Continued importance of local culture in both traditional and video games
Kayou and Pop Mart thrive, while Yaoji and Yeloli struggle
Game Science challenges global competitors with console game launch
DNF Mobile launch boosts game sales due to extending a classic IP
Tencent acquires EasyBrain, Space Ape, Kuloo Games, and invests in Ubisoft spin-off
Interactive toy BubblePal gains prominence
Retail e-commerce dominates sales of toys and games as consumers seek better prices
Offline retail still has a role to play
A transition to more flexible retail models, such as pop-up stores and vending
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in China 2024
Chart 11 Key Insights on Consumers in China 2024
Chart 12 Consumer Landscape in China 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Traditional Toys and Games

  • 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

Traditional Toys and Games

This is the aggregation of baby (0-18 months), infant (19-36 months), pre-school (3-4 years), construction, arts & crafts, scientific/educational, dress up & role play, dolls & accessories, action figures & accessories, plush, model vehicles, remote control toys, games & puzzles, outdoor & sports, ride-on vehicles and other traditional toys and games. Traditional toys and games are objects of play which do not involve a video game component.

See all of our definitions
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This report originates from Passport, our Traditional Toys and Games research and analysis database.

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