Toys and Games in Singapore

August 2026
EUR 2,275
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Overview:

Understand the latest market trends and future growth opportunities for the Toys and Games industry in Singapore with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:

  • Traditional Toys and Games
  • Video Games

If you're in the Toys and Games industry in Singapore, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Toys and Games in Singapore report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Toys and Games in Singapore?
  • Which are the leading brands in Toys and Games in Singapore?
  • How are products distributed in Toys and Games in Singapore?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Singapore?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Toys and Games in Singapore

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Singapore’S Toy Market Outpaces Asia with Digital Surge
Mobile Legends and Pop Mart Shape Digital-First Buying and Premiumisation
Chart 2 Pop Mart's Exclusives Drive Collectable Demand
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Premium Collectables to Accelerate Digital Play
Chart 5 Botanicals Targets Adult Hobbyists
Affluent Consumers to Prioritise Digital Value and Immersive Experiences
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Pop Mart Capitalises on Collectables Boom to Overtake Incumbents
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Retail E-Commerce Overtakes Retail Offline as Digital Delivery Accelerates
Pop Mart Transforms Toy Shopping into a Social Experience
Chart 10 Razer Gold Anchors Digital-First Spending
Chart 11 Retail Channels 2020-2025
Innovation Drivers Reshape the Toys and Games Market
Hybrid Experiences Cater to Affluent Consumers
Chart 12 Economic Context for Toys and Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Toys and Games
Chart 16 Population 2020-2030
Chart 17 Population by Generation 2025

Traditional Toys and Games in Singapore

Key Data Insights

Traditional Toys and Games Summary
Chart 18 Key Industry Trends for Traditional Toys and Games
Pop Mart’S Store Expansion Cements Dolls and Accessories as the Leading Choice
Chart 19 Pop Mart's Themed Pop-Ups and Limited Editions Drive Collectable Demand
Le Toy Van and Lego Tap Adult and Parental Priorities to Lift Value
Chart 20 Lego's Botanicals Targets Adult Hobbyists
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Traditional Toys and Games Set to Face Slow Growth as Novelty Diminishes
Chart 23 Analyst Insight for Traditional Toys and Games
Lego and Educational Toys to Outpace Peers with Adult and Parent Appeal
Retailers to Leverage Experiential Stores and Digital Buzz to Boost Value
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Pop Mart’S Rise Transforms Collector Appeal and Reshapes Leadership
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Pop Mart Transforms Toy Shopping into a Social Destination
E-Commerce Builds Momentum as a Discovery and Restock Channel
Chart 28 Retail Channels 2020-2025
Surprise, Aesthetics and Values Redefine Product Design
Pop Mart, Lego and Le Toy Van Lead the Innovation Charge
Chart 29 Le Toy Van's Launch Taps into Premium, Eco-Conscious Play
Chart 30 Economic Context for Traditional Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Traditional Toys and Games
Chart 34 Population 2020-2030
Chart 35 Population by Generation 2025

Video Games in Singapore

Key Data Insights

Video Games Summary
Chart 36 Key Industry Trends for Video Games
Razer Gold Consolidates Spending as Digital-First Habits Accelerate
Chart 37 Razer Gold Anchors Digital-First Spending
Nintendo Switch 2 Launch Drives Premium Device Demand and Engagement
Chart 38 Maxsoft Meets Switch 2 Demand
Microsoft’S Day-One Blockbuster Strategy Shapes Subscription Uptake
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Mobile-First Players to Accelerate Digital Spend and Shrink Hardware Sales
Subscriptions and Live-Service Content to Win Time-Pressed Consumers
Chart 41 Forecast Value Sales 2020-2030
Chart 42 Forecast Value Sales by Category 2025-2030
Maxsoft Leverages Distribution Strength as Console and Mobile Models Coexist
Chart 43 Company Shares 2025
Chart 44 Brand Shares 2025
Retail E-Commerce Displaces Retail Offline with Cashless Payments
Chart 45 Retail Channels 2020-2025
Payment Architecture Emerges as a Product Category
Hybrid Hardware Design Prioritises Portability over Power
Subscription Products Compete on Content Cadence and Progression
Chart 46 Black Ops 7 Drives Engagement, Not Automatic Retention
Chart 47 Economic Context for Video Games
Chart 48 Real Gdp Growth 2020-2030
Chart 49 Inflation 2020-2030
Chart 50 Consumer Context for Video Games
Chart 51 Population 2020-2030
Chart 52 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Toys and Games

    • Action Figures and Accessories
    • Arts and Crafts
    • Baby and Infant
    • Construction
    • Dolls and Accessories
    • Dress-Up and Role Play
    • Games and Puzzles
    • Model Vehicles
    • Outdoor and Sports
    • Plush
    • Pre-School
    • Remote Control Toys
    • Ride-On Vehicles
    • Scientific/Educational
    • Other Traditional Toys and Games
      • Hand-Held Consoles
      • Static Consoles
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

This is the aggregation of traditional toys and games and video games.

See all of our definitions
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This report originates from Passport, our Toys and Games research and analysis database.

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