Although traditional toys and games in South Korea faced declines in both 2022 and 2023, there are several factors that indicate potential current value growth opportunities in the forecast period, particularly in the segment of toys equipped with AI. First, the development of AI technology has opened up new possibilities.
With high inflation and tight budgets, parents are constantly seeking affordable ways of purchasing toys and games. Consequently, c-commerce is anticipated to garner significant attention in traditional toys and games, offering products at extremely low prices compared with local brands.
E-commerce is expected to become the dominant distribution channel in traditional toys and games in the forecast period. This will be driven by several factors, including the convenience of shopping from home, competitive pricing, and a wide product selection.
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Understand the latest market trends and future growth opportunities for the Traditional Toys and Games industry in South Korea 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 South Korea, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
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 DefinitionsThis report originates from Passport, our Traditional Toys and Games research and analysis database.
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