Premium
Premium statistics

Industry-specific and extensively researched technical data (partially from exclusive partnerships).

A paid subscription is required for full access.

Toys-to-life industry revenue worldwide 2013-2020

Smart toys industry revenue worldwide in 2013 to 2020 (in billion euros)

Toys-to-life industry revenue worldwide 2013-2020 The timeline shows data on the smart toys industry revenue from 2013 to 2020. According to IDATE's projections, in 2016 the entire market was worth 4.98 billion euros. All in all, the toy-to-life category global market value was to increase from 1.3 billion euros in 2013 to 8.38 billion euros in 2020. The global smart toys market in 2016 was believed to account for 7.7 percent of the total video games and toys market value that year. According to the forecast this share will further grow to more than 10 percent in 2018. In 2015, Nintendo's amiibo was the leading toys-to-life brand, based on sales revenue. At that time Disney Infinity ranked second on the list. For several years it was the most popular game in the smart toys category, however, in mid-2016 Disney announced they would be discontinuing the self-publishing gaming segment of their operations, and so, after months of withdrawal from physical stores, in March 2017 Disney Infinity online services were shut down, marking the end of the game.
Show more

Smart toys industry revenue worldwide in 2013 to 2020 (in billion euros)

Revenue in billion euros
--
--
--
--
--
--
--
--
Revenue in billion euros
--
--
--
--
--
--
--
--
Exclusive Premium statistic

You need a Premium Account for unlimited access.

  • Full access to 1.5m statistics

  • Incl. source references

  • Available to download in PNG, PDF, XLS format

Premium Account

only $49 / month *
*Duration: 12 months, billed annually, single license

Access to this and all other statistics on 80,000 topics from

$588 / Year

Exclusive Premium statistic

You need a Premium Account for unlimited access.

  • Full access to 1.5m statistics

  • Incl. source references

  • Available to download in PNG, PDF, XLS format

Premium Account

only $49 / month *
*Duration: 12 months, billed annually, single license

Access to this and all other statistics on 80,000 topics from

$588 / Year

Download Settings Share
Download started
Please be patient - this may take a moment
The timeline shows data on the smart toys industry revenue from 2013 to 2020. According to IDATE's projections, in 2016 the entire market was worth 4.98 billion euros. All in all, the toy-to-life category global market value was to increase from 1.3 billion euros in 2013 to 8.38 billion euros in 2020. The global smart toys market in 2016 was believed to account for 7.7 percent of the total video games and toys market value that year. According to the forecast this share will further grow to more than 10 percent in 2018. In 2015, Nintendo's amiibo was the leading toys-to-life brand, based on sales revenue. At that time Disney Infinity ranked second on the list. For several years it was the most popular game in the smart toys category, however, in mid-2016 Disney announced they would be discontinuing the self-publishing gaming segment of their operations, and so, after months of withdrawal from physical stores, in March 2017 Disney Infinity online services were shut down, marking the end of the game.
Show more
Statista Accounts: Access All Statistics. Starting from $588 / Year
Basic Account
Get to know the platform

You only have access to basic statistics.
This statistic is not included in your account!

Premium Account
Your perfect start with Statista
  • Instant access to 1m statistics
  • Download in XLS, PDF & PNG format
  • Detailed references

$49 / Month *

Corporate Account
Full access

Corporate solution including all features.

* All products require an annual contract.
   Prices do not include sales tax.
Leading companies trust Statista:
paypalgoogleadobepgsamsungtelekom
Statista has been my savior on several occasions. The site is easy to maneuver and the data is in a format that can go right into a report or presentation.
Marlene Greenfield

Marlene Greenfield
Vice President, Hearst Magazines

Statistics on "eSports market worldwide"
  • Overview
The most important statistics
  • Users and usage
  • Market leaders
  • Marketing and advertising
  • eSports betting
  • eSports startup funding
Discover Statista
Need help with using Statista for your research? Tutorials and first steps
Further Content: Statistics, Studies, and Topic Pages
Learn more about how Statista can support your business.
Do you have any questions about our business solutions?

We provide you with detailed information about our Corporate Account.