Europe Connected Toys Market

Europe Connected Toys Market Size, Share & Industry Trends Analysis Report By Application, By Age Group, By Technology (Wi-Fi, Bluetooth), By Interfacing Device, By Distribution Channel, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-11788 Publication Date: October-2022 Number of Pages: 98
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Market Report Description

The Europe Connected Toys Market would witness market growth of 19.2% CAGR during the forecast period (2022-2028).

IoT isn't a scary new world for kids today. They now recognize it as the truth. Tablets and cell phones are among the issues, but they're not the only ones. Any toy with cameras, GPS, microphones, internet connectivity, or that requests and keeps data should be handled with caution by parents. Simply put, double-check any item that can expose the children or their information to the public.

There are several advantages for kids using these digital toys and gadgets. Users can watch their child from anywhere due to baby monitors with built-in cameras, and GPS trackers can help parents locate misplaced children. Teddy the Guardian is a plaything that enables parents to quickly check their child's temperature due to a vital sign sensor.

Toys that encourage STEM, or science, technology, engineering, and math, are a good option for parents who wish to use their child's fascination with technology as a teaching tool. A talent that is occasionally cited as essential for high-paying employment in IT is coding. Even smart toothbrushes, like Grush, turn seemingly boring tasks into games.

People and governments in the nation are consistently expanding their investments in the growth of the educational sector. According to Eurostat, Sweden's public spending on education accounted for 7.1% of the nation's overall GDP in 2017. Denmark also spent 7.3% of the nation's GDP during the same period. Additionally, 2.7% of Romania's GDP was spent on the education industry. Moreover, variables like increased birth rates, reduced infant mortality rates, and an expanding middle class in the region will bring forth profitable prospects for regional market players.

The Germany market dominated the Europe Connected Toys Market by Country in 2021; thereby, achieving a market value of $1,543.3 million by 2028. The UK market is exhibiting a CAGR of 18.2% during (2022 - 2028). Additionally, The France market would showcase a CAGR of 20.1% during (2022 - 2028).

Based on Application, the market is segmented into Education, Entertainment, and Other Applications. Based on Age Group, the market is segmented into Teenagers (13-19 years), 9-12 years, 6-8 years, and 1- 5 years. Based on Technology, the market is segmented into Wi-Fi, Bluetooth, and Others. Based on Interfacing Device, the market is segmented into PC/Laptop and Smartphone/Tablet. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Connected Toys Market will Hit $23.4 Billion by 2028, at a CAGR of 19.7%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Hasbro, Inc., Mattel, Inc., LEGO Group (KIRKBI A/S), VTech Holdings Limited, ROYBI, Pillar Learning, Ubtech Robotics Corp. Ltd., PlayShifu, Sphero, Inc. and Mainbot SAS

Scope of the Study

Market Segments Covered in the Report:

By Application

  • Education
  • Entertainment
  • Other Applications

By Age Group

  • Teenagers (13-19 years)
  • 9-12 years
  • 6-8 years
  • 1- 5 years

By Technology

  • Wi-Fi
  • Bluetooth
  • Others

By Interfacing Device

  • PC/Laptop
  • Smartphone/Tablet

By Distribution Channel

  • Offline
  • Online

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Hasbro, Inc.
  • Mattel, Inc.
  • LEGO Group (KIRKBI A/S)
  • VTech Holdings Limited
  • ROYBI
  • Pillar Learning
  • Ubtech Robotics Corp. Ltd.
  • PlayShifu
  • Sphero, Inc.
  • Mainbot SAS
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