Australia Toys and Games Market

The Australia toys and games market, valued at USD 1.6 billion, is growing due to increasing demand for educational and digital toys, online shopping trends, and focus on child development.

Region:Asia

Author(s):Dev

Product Code:KRAB0668

Pages:80

Published On:August 2025

About the Report

Base Year 2024

Australia Toys and Games Market Overview

  • The Australia Toys and Games Market is valued at approximately USD 1.6 billion, based on a five-year historical analysis. Growth is primarily driven by rising disposable incomes, population growth, and a significant shift toward online shopping. The demand for innovative and educational toys continues to increase, reflecting a shift in consumer preferences toward products that promote learning, creativity, and developmental skills .
  • Key cities such as Sydney, Melbourne, and Brisbane remain the dominant markets due to their large populations and higher disposable incomes. These urban centers serve as major retail and e-commerce hubs, providing consumers with broad access to toys and games. The high concentration of families and children in these areas further drives demand, making them strategic markets for both domestic and international toy manufacturers .
  • The Australian government enforces toy safety through the Australian Consumer Law and the Consumer Goods (Toys for Children up to and including 36 Months of Age) Safety Standard 2023, issued by the Australian Competition and Consumer Commission (ACCC). This regulation mandates compliance with strict safety criteria, including mechanical, physical, and chemical requirements, to protect children from hazards associated with toys. Manufacturers and importers must ensure all toys sold in Australia meet these standards, with penalties for non-compliance .
Australia Toys and Games Market Size

Australia Toys and Games Market Segmentation

By Type:The toys and games market is segmented into traditional toys, digital games, educational and STEM toys, dolls and plush toys, construction sets, games and puzzles, outdoor and sports toys, vehicles & remote-control toys, and others such as sustainable toys and AI-driven companions. Digital games have experienced robust growth, fueled by the widespread adoption of smartphones, tablets, and gaming consoles. Educational and STEM toys are gaining momentum, as parents increasingly seek products that integrate learning with play, supporting cognitive and social development .

Australia Toys and Games Market segmentation by Type.

By Age Group:The market is segmented by age group into infants and toddlers (0-3 years), preschoolers and early school age (4-8 years), school-age children (9-12 years), and adolescents and adults (above 12 years). The preschool segment is particularly prominent, as parents prioritize toys that foster early childhood development, creativity, and problem-solving skills. The adult collector segment is also expanding, with premium and limited-edition releases targeting older demographics .

Australia Toys and Games Market segmentation by Age Group.

Australia Toys and Games Market Competitive Landscape

The Australia Toys and Games Market is characterized by a dynamic mix of regional and international players. Leading participants such as Mattel, Inc., Hasbro, Inc., LEGO Group, Spin Master Corp., Bandai Namco Holdings Inc., Playmobil (Geobra Brandstätter Stiftung & Co. KG), Ravensburger AG, VTech Holdings Limited, Tomy Company, Ltd., MGA Entertainment, Inc., Schleich GmbH, Jakks Pacific, Inc., Goliath Games, Funko, Inc., ZURU Ltd., Funtastic Limited (Toys"R"Us ANZ) Limited, Associated Retailers Limited (Toyworld), Moose Toys Pty Ltd., Child Education Pty Ltd., LeapFrog Enterprises, Inc. contribute to innovation, geographic expansion, and service delivery in this space.

Mattel, Inc.

1945

El Segundo, California, USA

Hasbro, Inc.

1923

Pawtucket, Rhode Island, USA

LEGO Group

1932

Billund, Denmark

Spin Master Corp.

1994

Toronto, Canada

Bandai Namco Holdings Inc.

2006

Tokyo, Japan

Company

Establishment Year

Headquarters

Group Size (Large, Medium, or Small as per industry convention)

Revenue (AUD, latest fiscal year)

Revenue Growth Rate (YoY %)

Market Share (%)

Product Portfolio Breadth (Number of SKUs)

Channel Penetration (Online vs. Offline %)

Australia Toys and Games Market Industry Analysis

Growth Drivers

  • Increasing Disposable Income:The Australian Bureau of Statistics reported that the average household disposable income reached AUD 1,124 per week in future, reflecting a modest increase from the previous year. This rise in disposable income allows families to allocate more funds towards discretionary spending, including toys and games. As parents prioritize quality and educational value in toys, this trend is expected to drive sales, particularly in premium segments that offer innovative and engaging products for children.
  • Rising Demand for Educational Toys:The educational toys segment in Australia is projected to grow significantly, with sales expected to reach AUD 500 million in future. This growth is driven by an increasing awareness among parents about the importance of early childhood education. The Australian government’s investment of AUD 1 billion in early education initiatives further supports this trend, encouraging parents to purchase toys that promote learning and development, thus enhancing the overall market for educational products.
  • Growth of E-commerce Platforms:E-commerce sales in the Australian toys and games market are anticipated to exceed AUD 1 billion in future, driven by a 15% annual growth rate in online retail. The convenience of online shopping, coupled with the rise of mobile commerce, has transformed consumer purchasing behavior. Major retailers are investing in digital platforms, enhancing user experience, and offering competitive pricing, which collectively boosts the accessibility and sales of toys and games across the country.

Market Challenges

  • Intense Competition:The Australian toys and games market is characterized by fierce competition, with over 1,000 registered companies vying for market share. Major players like Hasbro and Mattel dominate, but numerous smaller brands are emerging, intensifying price wars and innovation demands. This competitive landscape pressures profit margins, as companies must continuously invest in marketing and product development to differentiate themselves and capture consumer attention in a crowded marketplace.
  • Regulatory Compliance Issues:The Australian Competition and Consumer Commission (ACCC) enforces strict safety standards for toys, requiring compliance with the Australian/New Zealand Standard AS/NZS 8124. Non-compliance can lead to significant penalties, including fines up to AUD 1.1 million. Additionally, the complexity of navigating import/export regulations can hinder market entry for new players, creating barriers that may limit innovation and product diversity in the Australian toys and games sector.

Australia Toys and Games Market Future Outlook

The Australia toys and games market is poised for continued growth, driven by evolving consumer preferences and technological advancements. The increasing focus on STEM education will likely lead to a surge in demand for related toys, while the integration of augmented reality and smart technology into products will enhance engagement. Additionally, the shift towards sustainable practices will encourage manufacturers to innovate eco-friendly toys, aligning with consumer values and regulatory expectations, thus shaping a dynamic market landscape in the coming years.

Market Opportunities

  • Expansion into Emerging Markets:Australian toy manufacturers have a significant opportunity to expand into emerging markets in Southeast Asia, where the middle class is growing rapidly. With an estimated population of over 600 million, these markets present a lucrative avenue for growth, as rising disposable incomes lead to increased demand for quality toys and games, particularly in urban areas.
  • Development of Eco-Friendly Products:The global shift towards sustainability is creating a strong market opportunity for eco-friendly toys. With 70% of Australian consumers expressing a preference for sustainable products, companies that invest in biodegradable materials and sustainable manufacturing processes can capture this growing segment. This trend not only meets consumer demand but also aligns with regulatory pressures for environmental responsibility in product development.

Scope of the Report

SegmentSub-Segments
By Type

Traditional Toys

Digital Games

Educational and STEM Toys

Dolls and Plush Toys

Construction Sets

Games and Puzzles

Outdoor and Sports Toys

Vehicles & Remote-Control Toys

Others (e.g., sustainable toys, sensory aids, AI-driven companions)

By Age Group

3 years (Infants and Toddlers)

8 years (Pre-schoolers and Early School Age)

12 years (School-age Children)

Above 12 years (Adolescents and Adults)

By Sales Channel

Online Retail

Supermarkets/Hypermarkets

Specialty Stores

Discount Stores

By Price Range

Low Price (<$20)

Mid Price ($20-$50)

High Price (>$50)

By Brand

National Brands

Private Labels

International Brands

By Distribution Mode

Direct Sales

Indirect Sales

E-commerce Platforms

By Product Lifecycle Stage

Introduction

Growth

Maturity

Decline

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Australian Competition and Consumer Commission, Department of Industry, Science, Energy and Resources)

Manufacturers and Producers

Distributors and Retailers

Importers and Exporters

Industry Associations (e.g., Australian Toy Association)

Financial Institutions

Market Analysts and Strategic Planners

Players Mentioned in the Report:

Mattel, Inc.

Hasbro, Inc.

LEGO Group

Spin Master Corp.

Bandai Namco Holdings Inc.

Playmobil (Geobra Brandstatter Stiftung & Co. KG)

Ravensburger AG

VTech Holdings Limited

Tomy Company, Ltd.

MGA Entertainment, Inc.

Schleich GmbH

Jakks Pacific, Inc.

Goliath Games

Funko, Inc.

ZURU Ltd.

Funtastic Limited (Toys"R"Us ANZ) Limited

Associated Retailers Limited (Toyworld)

Moose Toys Pty Ltd.

Child Education Pty Ltd.

LeapFrog Enterprises, Inc.

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Australia Toys and Games Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Australia Toys and Games Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. Australia Toys and Games Market Analysis

3.1 Growth Drivers

3.1.1 Increasing disposable income
3.1.2 Rising demand for educational toys
3.1.3 Growth of e-commerce platforms
3.1.4 Popularity of licensed merchandise

3.2 Market Challenges

3.2.1 Intense competition
3.2.2 Regulatory compliance issues
3.2.3 Fluctuating raw material costs
3.2.4 Changing consumer preferences

3.3 Market Opportunities

3.3.1 Expansion into emerging markets
3.3.2 Development of eco-friendly products
3.3.3 Collaborations with educational institutions
3.3.4 Growth in online sales channels

3.4 Market Trends

3.4.1 Increasing focus on STEM toys
3.4.2 Rise of subscription box services
3.4.3 Integration of technology in toys
3.4.4 Popularity of collectible items

3.5 Government Regulation

3.5.1 Safety standards compliance
3.5.2 Import/export regulations
3.5.3 Environmental regulations
3.5.4 Advertising restrictions for children

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Australia Toys and Games Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Australia Toys and Games Market Segmentation

8.1 By Type

8.1.1 Traditional Toys
8.1.2 Digital Games
8.1.3 Educational and STEM Toys
8.1.4 Dolls and Plush Toys
8.1.5 Construction Sets
8.1.6 Games and Puzzles
8.1.7 Outdoor and Sports Toys
8.1.8 Vehicles & Remote-Control Toys
8.1.9 Others (e.g., sustainable toys, sensory aids, AI-driven companions)

8.2 By Age Group

8.2.1 0-3 years (Infants and Toddlers)
8.2.2 4-8 years (Pre-schoolers and Early School Age)
8.2.3 9-12 years (School-age Children)
8.2.4 Above 12 years (Adolescents and Adults)

8.3 By Sales Channel

8.3.1 Online Retail
8.3.2 Supermarkets/Hypermarkets
8.3.3 Specialty Stores
8.3.4 Discount Stores

8.4 By Price Range

8.4.1 Low Price (<$20)
8.4.2 Mid Price ($20-$50)
8.4.3 High Price (>$50)

8.5 By Brand

8.5.1 National Brands
8.5.2 Private Labels
8.5.3 International Brands

8.6 By Distribution Mode

8.6.1 Direct Sales
8.6.2 Indirect Sales
8.6.3 E-commerce Platforms

8.7 By Product Lifecycle Stage

8.7.1 Introduction
8.7.2 Growth
8.7.3 Maturity
8.7.4 Decline

9. Australia Toys and Games Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Group Size (Large, Medium, or Small as per industry convention)
9.2.3 Revenue (AUD, latest fiscal year)
9.2.4 Revenue Growth Rate (YoY %)
9.2.5 Market Share (%)
9.2.6 Product Portfolio Breadth (Number of SKUs)
9.2.7 Channel Penetration (Online vs. Offline %)
9.2.8 Geographic Reach (Number of States/Territories Served)
9.2.9 Brand Recognition Index (Survey-based or Market Study)
9.2.10 Customer Satisfaction Score (NPS or Equivalent)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Mattel, Inc.
9.5.2 Hasbro, Inc.
9.5.3 LEGO Group
9.5.4 Spin Master Corp.
9.5.5 Bandai Namco Holdings Inc.
9.5.6 Playmobil (Geobra Brandstätter Stiftung & Co. KG)
9.5.7 Ravensburger AG
9.5.8 VTech Holdings Limited
9.5.9 Tomy Company, Ltd.
9.5.10 MGA Entertainment, Inc.
9.5.11 Schleich GmbH
9.5.12 Jakks Pacific, Inc.
9.5.13 Goliath Games
9.5.14 Funko, Inc.
9.5.15 ZURU Ltd.
9.5.16 Funtastic Limited (Toys"R"Us ANZ) Limited
9.5.17 Associated Retailers Limited (Toyworld)
9.5.18 Moose Toys Pty Ltd.
9.5.19 Child Education Pty Ltd.
9.5.20 LeapFrog Enterprises, Inc.

10. Australia Toys and Games Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Government procurement policies
10.1.2 Budget allocation for educational toys
10.1.3 Collaboration with local manufacturers

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in toy manufacturing facilities
10.2.2 Funding for sustainable practices

10.3 Pain Point Analysis by End-User Category

10.3.1 Safety concerns
10.3.2 Price sensitivity
10.3.3 Availability of products

10.4 User Readiness for Adoption

10.4.1 Awareness of new products
10.4.2 Willingness to pay for quality

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Evaluation of product effectiveness
10.5.2 Opportunities for product upgrades

11. Australia Toys and Games Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Market gaps identification

1.2 Value proposition development

1.3 Revenue model exploration

1.4 Customer segment analysis

1.5 Key resources and activities

1.6 Cost structure assessment

1.7 Partnership opportunities


2. Marketing and Positioning Recommendations

2.1 Branding strategies

2.2 Product USPs

2.3 Target audience identification

2.4 Marketing channels selection

2.5 Promotional tactics


3. Distribution Plan

3.1 Urban retail strategies

3.2 Rural NGO tie-ups

3.3 Online distribution channels

3.4 Logistics and supply chain management


4. Channel & Pricing Gaps

4.1 Underserved routes

4.2 Pricing bands analysis

4.3 Competitor pricing strategies


5. Unmet Demand & Latent Needs

5.1 Category gaps identification

5.2 Consumer segments analysis

5.3 Product innovation opportunities


6. Customer Relationship

6.1 Loyalty programs

6.2 After-sales service

6.3 Customer feedback mechanisms


7. Value Proposition

7.1 Sustainability initiatives

7.2 Integrated supply chains

7.3 Unique selling points


8. Key Activities

8.1 Regulatory compliance

8.2 Branding efforts

8.3 Distribution setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product mix considerations
9.1.2 Pricing band strategy
9.1.3 Packaging innovations

9.2 Export Entry Strategy

9.2.1 Target countries analysis
9.2.2 Compliance roadmap development

10. Entry Mode Assessment

10.1 JV opportunities

10.2 Greenfield investments

10.3 M&A considerations

10.4 Distributor model evaluation


11. Capital and Timeline Estimation

11.1 Capital requirements analysis

11.2 Timelines for market entry


12. Control vs Risk Trade-Off

12.1 Ownership considerations

12.2 Partnerships evaluation


13. Profitability Outlook

13.1 Breakeven analysis

13.2 Long-term sustainability strategies


14. Potential Partner List

14.1 Distributors identification

14.2 JVs opportunities

14.3 Acquisition targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Activity timelines
15.2.2 Milestone tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of industry reports from Australian toy and game associations
  • Review of market trends and consumer behavior studies published by research firms
  • Examination of government publications on toy safety regulations and import/export data

Primary Research

  • Interviews with key stakeholders in the toy manufacturing sector, including CEOs and product managers
  • Surveys conducted with retailers and distributors to gather insights on sales trends and inventory management
  • Focus groups with parents and children to understand preferences and purchasing behavior

Validation & Triangulation

  • Cross-validation of findings through multiple data sources, including sales data and consumer feedback
  • Triangulation of insights from industry experts, market reports, and consumer surveys
  • Sanity checks through expert panel reviews to ensure data accuracy and relevance

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of total market size based on national retail sales data for toys and games
  • Segmentation of the market by product categories such as educational toys, action figures, and board games
  • Incorporation of demographic data to assess potential market growth among different age groups

Bottom-up Modeling

  • Collection of sales data from leading toy retailers to establish baseline revenue figures
  • Analysis of production costs and pricing strategies of major manufacturers
  • Volume estimates based on historical sales trends and projected growth rates

Forecasting & Scenario Analysis

  • Utilization of time-series analysis to project future market growth based on historical data
  • Scenario modeling to assess the impact of economic factors, such as disposable income and consumer spending
  • Development of best-case, worst-case, and most-likely scenarios through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Retail Toy Sales150Store Managers, Retail Buyers
Manufacturing Insights100Production Managers, Quality Assurance Officers
Consumer Preferences150Parents, Guardians, Children aged 5-12
Distribution Channels80Logistics Coordinators, Supply Chain Analysts
Market Trends Analysis120Market Analysts, Industry Experts

Frequently Asked Questions

What is the current value of the Australia Toys and Games Market?

The Australia Toys and Games Market is valued at approximately USD 1.6 billion, driven by factors such as rising disposable incomes, population growth, and a shift towards online shopping, reflecting changing consumer preferences for innovative and educational toys.

Which cities are the primary markets for toys and games in Australia?

What are the main types of toys and games available in Australia?

How does the Australian government ensure toy safety?

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