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Toy and game retailers have exhibited substantial highs and lows over the past few years, shaped by both external economic headwinds and evolving consumer preferences. After a remarkable sales surge during the early pandemic period, when families sought indoor entertainment for children, retailers have since grappled with more volatile trading conditions. While certain product segments like building sets, electronic toys and board games thrived during lockdowns, mounting inflation, rising interest rates and declining discretionary incomes in the post-pandemic environment have squeezed household budgets and dulled enthusiasm for non-essential shopping. As a result, retailers have responded with price discounts and revamped offerings to remain competitive in a rapidly changing environment. Overall, industry revenue is expected to slump at an annualised 1.2% over the five years through 2025-26 to reach $1.2 billion in the current year, when sales will slide 0.6%.
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IBISWorld's research coverage on the Toy and Game Retailing industry in Australia includes market sizing, forecasting, data and analysis from 2016-2031. The most recent publication was released January 2026.
The Toy and Game Retailing industry in Australia operates under the ANZSIC industry code G4243. Toy and game retailers sell a range of products like dolls, hobby equipment and board games. Retailers operate as stand-alone stores, franchised businesses or as part of a chain store network. Products are purchased from domestic and international manufacturers and wholesalers before being sold to downstream markets. Related terms covered in the Toy and Game Retailing industry in Australia include tweens, interactive toys and stem toys.
Products and services covered in Toy and Game Retailing industry in Australia include Traditional toys and games, Electronic toys and games and Hobby equipment and supplies.
Companies covered in the Toy and Game Retailing industry in Australia include Associated Retailers Limited, Kidstuff and Cen.
The Performance chapter covers detailed analysis, datasets, detailed current performance, sources of volatility and an outlook with forecasts for the Toy and Game Retailing industry in Australia.
Questions answered in this chapter include what's driving current industry performance, what influences industry volatility, how do successful businesses overcome volatility, what's driving the industry outlook. This analysis is supported with data and statistics on industry revenues, costs, profits, businesses and employees.
The Products and Markets chapter covers detailed products and service segmentation and analysis of major markets for the for the Toy and Game Retailing industry in Australia.
Questions answered in this chapter include how are the industry's products and services performing, what are innovations in industry products and services, what products or services do successful businesses offer and what's influencing demand from the industry's markets. This includes data and statistics on industry revenues by product and service segmentation and major markets.
The Geographic Breakdown chapter covers detailed analysis and datasets on regional performance of the Toy and Game Retailing industry in Australia.
Questions answered in this chapter include where are industry businesses located and how do businesses use location to their advantage. This includes data and statistics on industry revenues by location.
The Competitive Forces chapter covers the concentration, barriers to entry and supplier and buyer profiles in the Toy and Game Retailing industry in Australia. This includes data and statistics on industry market share concentration, barriers to entry, substitute products and buyer & supplier power.
Questions answered in this chapter include what impacts the industry's market share concentration, how do successful businesses handle concentration, what challenges do potential industry entrants face, how can potential entrants overcome barriers to entry, what are substitutes for industry services, how do successful businesses compete with substitutes and what power do buyers and suppliers have over the industry and how do successful businesses manage buyer & supplier power.
The Companies chapter covers Key Takeaways, Market Share and Companies in the Toy and Game Retailing industry in Australia. This includes data and analysis on companies operating in the industry that hold a market share greater than 5%.
Questions answered in this chapter include what companies have a meaningful market share and how each company is performing.
The External Environment chapter covers Key Takeaways, External Drivers, Regulation & Policy and Assistance in the Toy and Game Retailing industry in Australia. This includes data and statistics on factors impacting industry revenue such as economic indicators, regulation, policy and assistance programs.
Questions answered in this chapter include what demographic and macroeconomic factors impact the industry, what regulations impact the industry, what assistance is available to this industry.
The Financial Benchmarks chapter covers Key Takeaways, Cost Structure, Financial Ratios, Valuation Multiples and Key Ratios in the Toy and Game Retailing industry in Australia. This includes financial data and statistics on industry performance including key cost inputs, profitability, key financial ratios and enterprise value multiples.
Questions answered in this chapter include what trends impact industry costs and how financial ratios have changed overtime.
The Industry Data chapter includes 10 years of historical data with 5 years of forecast data covering statistics like revenue, industry value add, establishments, enterprises, employment and wages in the Toy and Game Retailing industry in Australia.
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The market size of the Toy and Game Retailing industry in Australia is $1.2bn in 2026.
There are 1,782 businesses in the Toy and Game Retailing industry in Australia, which has grown at a CAGR of 2.4 % between 2021 and 2026.
The Toy and Game Retailing industry in Australia is unlikely to be materially impacted by import tariffs with imports accounting for a low share of industry revenue.
The Toy and Game Retailing industry in Australia is unlikely to be materially impacted by export tariffs with exports accounting for a low share of industry revenue.
The market size of the Toy and Game Retailing industry in Australia has been declining at a CAGR of 1.2 % between 2021 and 2026.
Over the next five years, the Toy and Game Retailing industry in Australia is expected to grow.
The biggest companies operating in the Toy and Game Retailing industry in Australia are Associated Retailers Limited, Kidstuff and Cen
Traditional toys and games and Electronic toys and games are part of the Toy and Game Retailing industry in Australia.
The company holding the most market share in the Toy and Game Retailing industry in Australia is Associated Retailers Limited.
The level of competition is moderate and increasing in the Toy and Game Retailing industry in Australia.