North America Connected Toys Market

North America 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-11790 Publication Date: October-2022 Number of Pages: 82
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Market Report Description

The North America Connected Toys Market would witness market growth of 19.1% CAGR during the forecast period (2022-2028).

Consumer protection and online security are facing new difficulties as a result of the growing digital trend of internet connectivity for common goods. The majority of "connected toys" have a speaker, a microphone, and an app to process the data. The way these toys are produced needs to be reviewed, especially those that use cameras and microphones to record what children do.

They differ from a smart speaker or other common voice-activated gadgets since they are designed exclusively for children and must adhere to considerably higher privacy standards. The Internet of Things (IoT) is not some abstract idea about how technology will be integrated into homes in the future. IoT, or the idea that ordinary physical objects connect to the internet and communicate with one another, has already come to pass.

In fact, according to analysts, there will be 38.5 billion connected gadgets worldwide in 2020. Maybe someone already have one of these cutting-edge devices. They include anything from automobiles to coffee makers, home security systems, washing machines, and even toys for kids.

The increasing demand for these toys from industrialized countries in the region, particularly the US and Canada, is a result of growing public awareness of the advantages of educational toys. The necessity for these toys has grown as a result of the lockdown, which kept kids inside their homes and may have had an impact on their growth. As a result, there is a huge increase in demand for education and learning toys in this region. Additionally, the rising popularity of online purchasing portals has made it easier for customers to contact businesses to purchase their preferred game to kill boredom.

The US market dominated the North America Connected Toys Market by Country in 2021; thereby, achieving a market value of $6,167.9 million by 2028. The Canada market is experiencing a CAGR of 21.8% during (2022 - 2028). Additionally, The Mexico market would witness a CAGR of 20.7% 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 U.S., Mexico, Canada, and Rest of North America.

Free Valuable Insights: The Global Connected Toys Market is Predict to reach $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

  • US
  • Canada
  • Mexico
  • Rest of North America

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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