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Toys-to-life industry revenue worldwide 2013-2020

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www.statista.com2022-01-19 更新2025-03-24 收录
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https://www.statista.com/statistics/320941/smart-toys-revenue/
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The timeline shows data on the smart toys industry revenue from 2013 to 2020. According to IDATE's projections, in 2016 the entire market was worth 4.98 billion euros. All in all, the toy-to-life category global market value was to increase from 1.3 billion euros in 2013 to 8.38 billion euros in 2020. The global smart toys market in 2016 was believed to account for 7.7 percent of the total video games and toys market value that year. According to the forecast this share will further grow to more than 10 percent in 2018. In 2015, Nintendo's amiibo was the leading toys-to-life brand, based on sales revenue. At that time Disney Infinity ranked second on the list. For several years it was the most popular game in the smart toys category, however, in mid-2016 Disney announced they would be discontinuing the self-publishing gaming segment of their operations, and so, after months of withdrawal from physical stores, in March 2017 Disney Infinity online services were shut down, marking the end of the game.

本时间轴展示了自2013年至2020年间智能玩具产业收入数据。根据IDATE的预测,2016年整个市场的价值达到了49.8亿欧元。总体而言,玩具至生活类别在全球市场的价值预计将从2013年的13亿欧元增长至2020年的83.8亿欧元。2016年,全球智能玩具市场被认为占当年总视频游戏和玩具市场价值的7.7%。根据预测,这一份额将在2018年进一步增长,超过10%。在2015年,任天堂的amiibo品牌凭借销售额领先于玩具至生活类别,而迪士尼无限则位居第二。数年来,迪士尼无限一直是智能玩具类别中最受欢迎的游戏,然而,在2016年中旬,迪士尼宣布将停止其运营中的自出版游戏部门,因此,在经过数月的实体店撤柜后,2017年3月迪士尼无限的网络服务被关闭,标志着该游戏的终结。
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