2026
9
US Traditional Toys and Games Market Report 2026
2026-04-29T12:03:16+00:00
REPC1F78595_8613_4661_B785_95861366619C
3695
193048
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Report
en_GB
The toy and games market is experiencing a shift driven by economic pressures and changing consumer preferences. Parents remain the key decision-makers in toy purchases, significantly influencing trends across various…
US
Leisure and Entertainment
Retail
simple

US Traditional Toys and Games Market Report 2026

"Toys and games are doing better than "two dolls at Christmas", but the K shaped economy hurts. Parents and fandom collectors are still hanging on, ready to engage."

Brian Benway, Senior Tech and Gaming Analyst

Brian Benway, Senior Tech and Gaming Analyst

The toy and games market is experiencing a shift driven by economic pressures and changing consumer preferences. Parents remain the key decision-makers in toy purchases, significantly influencing trends across various toy categories, yet adults purchasing for themselves is an almost equal in occurrence. Economic challenges, including inflation and tariffs, have impacted consumer confidence, yet the market still shows resilience, implying growth in higher-value items. Gender differences remain evident, with men showing strong interest in franchises like Star Wars and Pokémon, while women drive purchases in arts and crafts. Retail dynamics highlight the importance of major retailers like Walmart and Amazon, though opportunities exist in diverse channels for reaching younger, budget-conscious families.

This Report Looks at the Following Areas:

  • Economic outlook and its impact on toy sales
  • Influence of parents in toy purchasing decisions
  • Gender differences in toy and game purchases
  • Growth in specialty toy categories
  • Consumer attitudes toward toy safety
  • The influence of media and advertising on toy sales
  • Retail dynamics and distribution channels for toys
Collapse All
  1. EXECUTIVE SUMMARY

    • What you need to know
    • Outlook for traditional toys and games
    • Parents shop for their kids, but that’s not the full story for toys and games
    • Three-way tie in best value, but maybe not necessarily all at once
    • Tie-in associated media is more effective than advertising or social media
    • Inflation is putting a damper on younger toy and game buyers’ spending
    • Opportunities
    • Safety and value driving family play needs
    • Collectors and premium DTC channel growth
  2. THE MARKET

    • Snapshot – market size and forecast
    • Consumers and the economic outlook
    • Despite tariffs, there is continued growth in the US toy industry
    • Graph 1: total consumer spending forecast for games, toys and hobbies, 2015-25
    • Global toy sales reached $111.8 billion in 2024
    • Graph 2: toy industry category sales, 2019-25
    • LEGO’s massive popularity allows it to crossover with many other intellectual properties beyond its own homegrown brands and franchises
    • Saying hello and goodbye to Toys “R” Us all over again
    • Pokémania is still alive and well
    • AI toys and a new era of toy safety
  3. THE CONSUMER

    • Types of toys and games purchased
    • Parents are almost always the primary toy and game decision makers
    • Graph 3: toy and games purchased in the past 12 months, parents vs overall, 2025
    • Moms and dads have a few differences in what they gravitate towards, but none are off the table or an overwhelming favorite
    • Graph 4: toy and games purchased in the past 12 months for one’s own child, moms vs dads, 2025
    • Toys come with all sorts of age recommendations, but will find more success among these age ranges
    • Graph 5: toy and games purchased in the past 12 months, by age of children in the household, 2025
    • Connecting these toys to kids of these ages has a great chance for success
    • Graph 6: toy and games purchased in the past 12 months (select), parents of boys and girls 6-11, 2025
    • Graph 7: toy and games purchased in the past 12 months (select), parents of boys and girls 12-17, 2025
    • Recipient of toys and games
    • Parents shop for their kids, but that’s not the full story for toys and games
    • Graph 8: toy and games purchased in the past 12 months (NET), by recipient, 2025
    • Toy and game recipients often shape purchase category choices
    • Graph 9: toy and games purchased in the past 12 months, by recipients (NETs), 2025
    • Age of purchaser can often indicate whom they’re shopping for
    • Graph 10: toy and games recipients (NET), by age, 2026
    • Adults buying toys and games for themselves doesn’t stop at a certain age
    • Graph 11: toy and games purchased in the past 12 months for oneself, by age, 2026
    • Value-adds for toys and games
    • Three-way tie leaves brands with a mandate to be high-quality, replayable, and feature-rich; maybe not necessarily all at once
    • Graph 12: value adds (beyond price) for toys and games (any rank), by gender, 2026
    • Younger audiences are broader in their opinions of value additions
    • Graph 13: value adds (beyond price) for toys and games (any rank), by age, 2026
    • Parents shopping for kids have different expectations than adults shopping for their own interests
    • Graph 14: value adds (beyond price) for toys and games (any rank), toy buyer segments, 2026
    • Parents’ views on toy safety have generational influences
    • Graph 15: attitudes towards toy parts/construction materials (% agree), parents vs overall, 2026
    • Toy and games purchase influences
    • Inflation is putting a damper on younger toy and game buyers’ spending
    • Graph 16: attitudes towards rising prices (% agree), by age, 2026
    • Brand trust, word-of-mouth, and specifics request are key drivers
    • Graph 17: toy and games purchase factors (besides price), by age, 2026
    • Parents have stronger opinions on less-common purchase factors
    • Graph 18: select toy and games purchase factors (besides price), moms vs dads, 2026
    • Tie-in associated media is more effective than advertising or social media
    • Graph 19: sources of influence, 2026
    • Younger adults are more swayed by most influences
    • Graph 20: sources of influence, by age, 2026
    • Toy and games retailers
    • Anywhere families shop is a good place to sell toys and games
    • Graph 21: toy and games retailers, by age, 2026
    • Half of toy and game shoppers feel logistics are slipping on toy shelves
    • Graph 22: toy and game products I want to purchase are frequently sold out or not in stock at the retail stores I shop at (% agree), by age, 2026
    • Yes, of course brands should definitely work with major retailers
    • Graph 23: toy and games retailers, parents vs overall, 2026
    • Who had Kirkland-brand toys and games on their bingo card?
    • Graph 24: shopped for toys and games at a warehouse club in the past 12 months, by age and gender, 2026
    • Toy and games brands
    • Men are driving many toy brands/franchises purchased in the last 12 months
    • Graph 25: brands/franchises purchased in the last 12 months, by gender, 2026
    • Parents lead toy and games brands/franchise purchase activity
    • Graph 26: brands/franchises purchased in the last 12 months, parents vs overall, 2026
  4. INNOVATION AND MARKETING

    • Lego smart bricks let toys talk to each other, and to kids
    • Love ’em or hate ’em, viral toys like Labubu have an impact
    • Graph 27: attitudes towards viral blind box toys (% agree), by age, 2026
    • All Middle Earth tabletop games under one roof
    • New crowdfunding record breakers crowned in the tabletop game space
  5. APPENDIX

    • Report scope/Market definition
    • The consumer
    • Consumer research questions
    • Consumer research methodology – US
    • Generation groups
    • Abbreviations and terms

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