| Product Code: ETC017208 | Publication Date: Jul 2023 | Updated Date: Feb 2026 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 70 | No. of Figures: 35 | No. of Tables: 5 |
In the Indonesia toys and hobby goods market, the import trend showed significant growth from 2023 to 2024, with a 25.66% increase. The compound annual growth rate (CAGR) for the period 2020-2024 stood at 13.4%. This import momentum can be attributed to a notable shift in consumer demand towards premium and innovative products, indicating a positive market stability and growing interest in these goods.

The Indonesia Toys and Hobby Goods Market is estimated to register a CAGR of 8.3% during theperiod (2020-2026). Growing population rising disposable income increasing number of working women growing middle class segment are some key factors driving theof Indonesia`s toys and hobby goods market. The major players in this market are Bandai Namco Holdings Inc. Mattel Inc. Hasbro Inc. MGA Entertainment Inc. Jakks Pacific Inc.
Increasing Disposable Income: The increasing per capita disposable income has led to an increase in the purchasing power of consumers which will lead to an increase in demand for toys hobby products along with other recreational activities such as travelling and gaming. This factor is expected to drive theof Indonesia toys hobby goods market during theperiod. Growing Middle Class Segment: With growing economic development there is a rapid increase in middle-class households across Indonesia which will eventually lead to increased spending on leisure items including educational and recreational toys hobby products. Online Retailing Platforms: Online retail platforms such as Lazada and Tokopedia have provided easy access for customers to purchase their desired toy or hobby product from home itself with just few clicks without any hassle involved in it leading more people attracted towards online shopping portals. This factor is projected to contribute positively towards theof Indonesia toy Hobby goods market over next six years.
High Pricing Of Products : Most international brands charge higher prices than local ones due to high import duties applied on foreign products making domestic brands more affordable compared international ones which might limit customer choice .This can prove hamper for further expansion opportunities present in Indonesia Toy&Hobby Goods Market.
Bandai Namco Holdings inc.: Established on 29th December 2005 Bandai Namco Holdings inc located at Tokyo is one among largest entertainmentbased out Japan dealing into video game software publishing toy manufacturing etc .It operates under four business segments namely Amusement Facility Business Toys And Hobby Business Retail network businessVisual And Music Production Business having wide geographic presence throughout world . Mattel inc.: Founded by Elliot Handler Ruth Handler back on 1945 Mattel inc located at California USA deals into designing production marketing selling toy related accessories worldwide operating through two main divisions namely North America.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Indonesia Toys and Hobby Goods Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Toys and Hobby Goods Market Revenues & Volume, 2020 & 2030F |
3.3 Indonesia Toys and Hobby Goods Market - Industry Life Cycle |
3.4 Indonesia Toys and Hobby Goods Market - Porter's Five Forces |
3.5 Indonesia Toys and Hobby Goods Market Revenues & Volume Share, By Type, 2020 & 2030F |
3.6 Indonesia Toys and Hobby Goods Market Revenues & Volume Share, By Application, 2020 & 2030F |
4 Indonesia Toys and Hobby Goods Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 Indonesia Toys and Hobby Goods Market Trends |
6 Indonesia Toys and Hobby Goods Market, By Types |
6.1 Indonesia Toys and Hobby Goods Market, By Type |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Type, 2020-2030F |
6.1.3 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Sports Toys, 2020-2030F |
6.1.4 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Intellectual Toys, 2020-2030F |
6.1.5 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Education Toys, 2020-2030F |
6.1.6 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Decorative Toys, 2020-2030F |
6.1.7 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Other, 2020-2030F |
6.2 Indonesia Toys and Hobby Goods Market, By Application |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Online Sales, 2020-2030F |
6.2.3 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Offline Sales, 2020-2030F |
6.2.4 Indonesia Toys and Hobby Goods Market Revenues & Volume, By Others, 2020-2030F |
7 Indonesia Toys and Hobby Goods Market Import-Export Trade Statistics |
7.1 Indonesia Toys and Hobby Goods Market Export to Major Countries |
7.2 Indonesia Toys and Hobby Goods Market Imports from Major Countries |
8 Indonesia Toys and Hobby Goods Market Key Performance Indicators |
9 Indonesia Toys and Hobby Goods Market - Opportunity Assessment |
9.1 Indonesia Toys and Hobby Goods Market Opportunity Assessment, By Type, 2020 & 2030F |
9.2 Indonesia Toys and Hobby Goods Market Opportunity Assessment, By Application, 2020 & 2030F |
10 Indonesia Toys and Hobby Goods Market - Competitive Landscape |
10.1 Indonesia Toys and Hobby Goods Market Revenue Share, By Companies, 2023 |
10.2 Indonesia Toys and Hobby Goods Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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