YORK, Nov. 24, 2022 /PRNewswire/ -- The Global
Connected Toys Market size is expected to reach $23.4 billion by 2028, rising at a market growth
of 19.7% CAGR during the forecast period.
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Toys that are connected to the internet and use Bluetooth or WiFi
to process functions are known as connected toys. A speaker,
microphone, and app to process the data are typically included. In
response to childrenâ€™s increasing access to screens, connected
toys are changing traditional objects to include more of the
appointment features that digital screens offer.
However, by taking advantage of this development, linked toys raise
more concerns among parents and educators about childrenâ€™s use of
reflexive digital technologies. With the help of connected toys,
families and parents may actively participate in and closely
monitor their childrenâ€™s development, generating data that will
help parents better understand the events that their kids are
involved in and create connections between play and parent-child
An increase in the number of parents and kids using the internet,
which successfully combines education and entertainment while
allowing parents to keep an eye on their children, is what drives
market expansion. In addition, the market for connected toys is
being driven by the growing popularity of technology, science,
math, and engineering toys.
However, the market for linked toys is constrained by a lack of
safety and security. On the other hand, increasing government
restrictions to regulate security breaches and R&D investment
in toys and robots offers an opportunity to push the market for
COVID-19 Impact Analysis
The worldwide coronavirus outbreak had a significant negative
impact on the worldâ€™s economy. Lockdowns have been imposed in
numerous countries all over the world in an effort to halt the
coronavirusâ€™s transmission and spread. This had a significant
negative impact on the building toy industryâ€™s distribution
networks, commerce, and growth. Additionally, the sale of toys on
various e-commerce websites has surged since the COVID-19 pandemic,
which could increase the need for more connected toys over the
Market Growth Factor
Rising Working Women and Less Time to Take Care of Children Rising
Need for Tracking Toy Devices
Humans are now more connected than ever due to the Internet of
Things. Today smartphones provide unlimited access to practically
everything, including GPS, banking, social networking, everyday
phone, and text communication, online shopping, and more. In the
last ten years, technology has advanced beyond the screens. Most
homes, automobiles, and childrenâ€™s toys all contain it. IoT
devices have significant advantages for parents and careers.
Parents Are More Concerned with The Overall Development of Their
Parents are looking for ways to get their kids interested in new
physical activities because they are worried that they may get
addicted to computers TV and cell phones. Kids may exercise their
minds while also improving their creativity and social skills with
the help of connected toys. Children can purchase modern connected
toys from vendors, including IoT enabled car toys. Due to
parentsâ€™ increased focus on instilling in their children useful
problem-solving and life skills, the market for technology enabled
toys has grown.
Market Restraining Factor
Concerns about privacy are being raised by connected toys.
More and more kidsâ€™ toys are being sold with internet
connectivity as a crucial component. The internet connection can be
established with a wire that attaches to a computer or router, but
it is more likely to be established using a wi-fi-enabled app on a
smartphone or tablet. Since they have the ability to collect and
handle personal data through features like cameras and microphones,
connected toys and devices give rise to particular security
Based on application, the connected toys market is segmented into
education, entertainment and other applications. The education
segment dominated the connected toys market with maximum revenue
share in 2021. Childrenâ€™s sensory-motor skill development is
correlated with the use of educational toys. Young childrenâ€™s
perception of sight is enhanced by bright, colorful lighting and
music. This will help kids develop stronger personalities and
Age Group Outlook
On the basis of age group, the connected toys market is fragmented
into 1- 5 years, 6-8 years, 9-12 years and teenagers (13-19 years).
In 2021, the 9-12 years segment covered a significant revenue share
in the connected toys market. Kids between the ages of 9 and 12
enjoy playing games, using tablets, playing musical instruments,
and listening to music. Popular STEM-related games and toys let
kids construct robots using complex problem-solving techniques.
On the basis of technology, the connected toys market is divided
into Wi-Fi, Bluetooth, and other technologies. In 2021, the Wi-Fi
segment recorded the highest revenue share in the connected toys
market. These interactive toys use wireless connections to online
databases to recognize sounds and images, as well as to recognize
and respond to childrenâ€™s questions, instructions, and
Interfacing Device Outlook
By interfacing device, the connected toys market is divided into
smartphone/tablet, and PC/laptop. In 2021, the smartphone/tablets
segment garnered a significant revenue share in the connected toys
market. As children work through the tutorials & learn
independently, the tablet aims to support the development of
fundamental skills in mathematics, science, reading,
problem-solving, music, logic, and creativity.
Distribution Channel Outlook
Based on distribution channel, the connected toys market is
classified into online, and offline. In 2021, the offline segment
witnessed the highest revenue share in the connected toys market.
Toy vendors can communicate with their customers in a variety of
ways through the offline distribution channel for linked toys. One
of the most popular ways for suppliers of connected toys to get in
touch with regional distributors and retailers is by taking part in
Region wise, the connected toys market is analyzed across
North America, Europe, Asia
Pacific and LAMEA. The North
America region led the connected toys market with the
maximum revenue share in 2021. The use of linked toys has grown
significantly in the North American market, and this trend is
predicted to continue throughout the forecast period. The existence
of prominent players in the connected toy industry is anticipated
to play a significant role in the marketâ€™s expansion.
The major strategies followed by the market participants are
Partnerships. Based on the Analysis presented in the Cardinal
matrix; LEGO Group (KIRKBI A/S) is the forerunner in the Connected
Toys Market. Companies such as Mattel, Inc., Hasbro, Inc., VTech
Holdings Limited are some of the key innovators in Connected Toys
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
Strategies Deployed in Connected Toys Market
Sep-2022: The LEGO Group came into a partnership with Food Panda,
an online food and grocery delivery platform. This partnership
aimed at expanding quick commerce for toys.
Jul-2022: Mattel teamed up with SpaceX, an American spacecraft
manufacturer, space launch provider, and satellite communications
corporation. Under this collaboration, Mattel & SpaceX would
develop iconic toymaker products that inspire children &
collectors alike to tap into their inner space explorer.
Jul-2021: VTech launched the 2021 Kidi Tech collection. By this
launch, VTech continues to be at the forefront of innovation with
its new collection, offering children the on-trend technology
features they want in kid-friendly, age-appropriate devices.
Mar-2021: ROYBI partnered with Douglas Stewart EDU. a leading
distributor with a focus on educational resources and technologies
for the education marketplace. By this partnership, the ROYBI would
implement its award-winning educational robot, Roybi Robot, to
schools & educational institutions as well as expand its
presence in the UK and Europe.
Feb-2020: ROYBI took over KidSense.AI, the leading speech
recognition AI platform. This acquisition would enable Roybi Robot
to offer the most powerful AI engine in language learning across
the globe. The acquisition would support the brand portfolio
enabling ROYBI to accelerate the development of additional
languages along with maintaining privacy and accuracy for children
Sep-2019: VTech released Kidi Star
Dance, an innovative new toy that lets kids play games,
learn popular moves & dance along with the music. The launch
would be a part of VTechâ€™s Kidi line of electronics, which also
includes the new KidiGo Walkie Talkies and Kidizoom Pixi.
Aug-2019: Sphero completed the acquisition of littleBits, a
New York City-based startup. This
acquisition aimed at building on each otherâ€™s strengths to become
an even more massive player in the education space.
Apr-2019: UBTECH Robotics unveiled Star Wars fans, its first-ever
humanoid robot inspired by the Marvel Cinematic Universe (MCU): the
Iron Man MK50 Robot. This launch would mark UBTECHâ€™s entry into
the world of connected play pairs advanced robotics with augmented
reality (AR) with aim of giving kids & adults an exceptional
Nov-2018: PlayShifu introduced Orboot, a globe enhanced by
Augmented Reality for kids learning. This launch enables children
to explore the world beyond boundaries through the companion app,
providing an immersive & interactive learning experience.
Aug-2018: Pillar Learning launched Codi, an AI interactive
childrenâ€™s toy. This launch aimed at reducing childrenâ€™s daily
screen time. Codi provides children with customized, interactive
content & developmental support outside of the classroom.
Feb-2018: Hasbro partnered with Nickelodeon, the number-one
entertainment brand for kids. This partnership aimed at designing a
full PLAYSKOOL toy line, inspired by the series.
Scope of the Study
Market Segments covered in the Report:
â€¢ Other Applications
By Age Group
â€¢ Teenagers (13-19 years)
â€¢ 9-12 years
â€¢ 6-8 years
â€¢ 1- 5 years
By Interfacing Device
By Distribution Channel
â€¢ North America
o Rest of North America
o Rest of Europe
â€¢ Asia Pacific
o South Korea
o Rest of Asia Pacific
o Saudi Arabia
o South Africa
o Rest of LAMEA
â€¢ Hasbro, Inc.
â€¢ Mattel, Inc.
â€¢ LEGO Group (KIRKBI A/S)
â€¢ VTech Holdings Limited
â€¢ Pillar Learning
â€¢ Ubtech Robotics Corp. Ltd.
â€¢ Sphero, Inc.
â€¢ Mainbot SAS
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