시장보고서
상품코드
2144942

코딩 완구 시장(2026-2030년)

Global Coding Toys Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 304 Pages | 배송안내 : 즉시배송

    
    
    




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한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 코딩 완구 시장은 2025년-2030년 13억 960만 달러 증가하고, 예측 기간 중 연평균 복합 성장률(CAGR)은 11.3%를 나타낼 것으로 예측됩니다.

전 세계 코딩 완구 시장에 관한 본 보고서에서는 종합적인 분석, 시장 규모 및 전망, 동향, 성장 요인, 과제는 물론, 약 25개 업체를 대상으로 한 벤더 분석을 제공합니다.

본 보고서는 현재 시장 상황, 최신 동향 및 성장요인, 그리고 전반적인 시장 환경에 대한 최신 분석을 제공합니다. 이 시장의 성장을 주도하는 요인은 교육 의무 및 교육 과정의 현대화에 따른 교육 기관에서의 도입 가속화, 화면을 사용하지 않는 인지 놀이 및 체험형 학습에 대한 학부모의 관심 증가, 그리고 모듈식 로봇 공학 및 확장 가능한 프로그래밍 아키텍처 분야의 기술적 진보입니다.

본 조사는 업계 주요 관계자로부터 얻은 정보를 포함한 1차 및 2차 정보를 객관적으로 결합하여 수행되었습니다. 본 보고서에는 주요 기업에 대한 분석 외에도 종합적인 시장 규모 데이터, 지역별 분석을 포함한 부문, 그리고 벤더 현황이 수록되어 있습니다. 보고서에는 과거 데이터 및 예측 데이터가 포함되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030년
조사 대상 기간 2026-2030년
성장 모멘텀 가속
2026년 전년대비 10.9%
CAGR 11.3%
증가액 13억 960만 달러

본 조사에서는 대화형 AI와 자연어 스크립팅의 통합이 향후 몇 년간 전 세계 코딩 완구 시장의 성장을 견인할 주요 요인 중 하나라고 파악하고 있습니다. 또한, 게임 요소를 접목한 스토리텔링과 트랜스미디어 분야의 지적 재산권 협업, 구독형 디지털 생태계, 지속적인 에듀테인먼트 서비스 역시 시장에서 상당한 수요를 창출할 것으로 전망됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 제품 유형별

제9장 시장 세분화 : 최종사용자별

제10장 시장 세분화 : 유통 채널별

제11장 고객 현황

제12장 지역별 상황

제13장 성장 촉진요인, 과제 및 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

LSH 26.10.20

The global coding toys market is forecasted to grow by USD 1309.6 mn during 2025-2030, accelerating at a CAGR of 11.3% during the forecast period. The report on the global coding toys market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by educational mandates and curriculum modernization accelerating institutional adoption , rising parental preference for screen-free cognitive play and tangible learning, technological advancements in modular robotics and scalable programming architectures .

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.9%
CAGR11.3%
Incremental Value$1309.6 mn

Technavio's global coding toys market is segmented as below:

By Product Type

  • Robotic coding toys
  • Electronic coding kits
  • Coding building kits
  • Coding board games
  • Others

By End-User

  • Elementary school
  • Middle school
  • Preschool
  • High school

By Distribution Channel

  • Online
  • Offline

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East and Africa
    • UAE
    • Turkey
    • South Africa
  • Rest of World (ROW)

This study identifies the integration of conversational ai and natural language scripting as one of the prime reasons driving the global coding toys market growth during the next few years. Also, gamified storytelling and transmedia intellectual property collaboration and subscription-based digital ecosystems and continuous edutainment services will lead to sizable demand in the market.

The report on the global coding toys market covers the following areas:

  • Global coding toys market sizing
  • Global coding toys market forecast
  • Global coding toys market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global coding toys market vendors that include Agilo Research Pvt. Ltd, Avishkaar, CoderMindz, Elegoo, fischertechnik, Loona Inc., Makeblock Co. Ltd., MATATALAB CO. LTD., Miko, MORAVIA Consulting, Ozo EDU Inc., Robokidz, SAM Labs, Sony Group Corp., Sphero Inc., Tangible Play Inc., Thames and Kosmos LLC, TIF Studio, UBTECH Education, Upper Story LLC. Also, the global coding toys market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product Type
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Coding Toys Market 2020 - 2024
    • Historic Market Size - Data Table on Global Coding Toys Market 2020 - 2024 ($ million)
  • 5.2 Product Type segment analysis 2020 - 2024
    • Historic Market Size - Product Type Segment 2020 - 2024 ($ million)
  • 5.3 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.4 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI Global Coding Toys Market
  • 6.2 Impact of Geopolitical Conflicts on Global Coding Toys Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product Type

  • 8.1 Market segments
  • 8.2 Comparison by Product Type
  • 8.3 Robotic coding toys - Market size and forecast 2025-2030
  • 8.4 Electronic coding kits - Market size and forecast 2025-2030
  • 8.5 Coding building kits - Market size and forecast 2025-2030
  • 8.6 Coding board games - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Product Type
    • Market opportunity by Product Type ($ million)

9 Market Segmentation by End-user

  • 9.1 Market segments
  • 9.2 Comparison by End-user
  • 9.3 Elementary school - Market size and forecast 2025-2030
  • 9.4 Middle school - Market size and forecast 2025-2030
  • 9.5 Preschool - Market size and forecast 2025-2030
  • 9.6 High school - Market size and forecast 2025-2030
  • 9.7 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

10 Market Segmentation by Distribution Channel

  • 10.1 Market segments
  • 10.2 Comparison by Distribution Channel
  • 10.3 Online - Market size and forecast 2025-2030
  • 10.4 Offline - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 India - Market size and forecast 2025-2030
    • 12.4.4 South Korea - Market size and forecast 2025-2030
    • 12.4.5 Australia - Market size and forecast 2025-2030
    • 12.4.6 Indonesia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Colombia - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 Turkey - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 South Africa - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Educational mandates and curriculum modernization accelerating institutional adoption
    • Rising parental preference for screen-free cognitive play and tangible learning
    • Technological advancements in modular robotics and scalable programming architectures
  • 13.2 Market challenges
    • Prohibitive component costs and premium consumer price points
    • Software lifecycle obsolescence and hardware support discontinuation
    • Educator apprehension and inadequate institutional curriculum integration
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Integration of conversational AI and natural language scripting
    • Gamified storytelling and transmedia intellectual property collaboration
    • Subscription-based digital ecosystems and continuous edutainment services

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Avishkaar
    • Avishkaar - Overview
    • Avishkaar - Product / Service
    • Avishkaar - Key offerings
    • SWOT
  • 15.5 CoderMindz
    • CoderMindz - Overview
    • CoderMindz - Product / Service
    • CoderMindz - Key offerings
    • SWOT
  • 15.6 Loona Inc.
    • Loona Inc. - Overview
    • Loona Inc. - Product / Service
    • Loona Inc. - Key offerings
    • SWOT
  • 15.7 Makeblock Co. Ltd.
    • Makeblock Co. Ltd. - Overview
    • Makeblock Co. Ltd. - Product / Service
    • Makeblock Co. Ltd. - Key offerings
    • SWOT
  • 15.8 MATATALAB CO. LTD.
    • MATATALAB CO. LTD. - Overview
    • MATATALAB CO. LTD. - Product / Service
    • MATATALAB CO. LTD. - Key offerings
    • SWOT
  • 15.9 Miko
    • Miko - Overview
    • Miko - Product / Service
    • Miko - Key offerings
    • SWOT
  • 15.10 MORAVIA Consulting
    • MORAVIA Consulting - Overview
    • MORAVIA Consulting - Product / Service
    • MORAVIA Consulting - Key offerings
    • SWOT
  • 15.11 Robokidz
    • Robokidz - Overview
    • Robokidz - Product / Service
    • Robokidz - Key offerings
    • SWOT
  • 15.12 SAM Labs
    • SAM Labs - Overview
    • SAM Labs - Product / Service
    • SAM Labs - Key offerings
    • SWOT
  • 15.13 Sphero Inc.
    • Sphero Inc. - Overview
    • Sphero Inc. - Product / Service
    • Sphero Inc. - Key offerings
    • SWOT
  • 15.14 Tangible Play Inc.
    • Tangible Play Inc. - Overview
    • Tangible Play Inc. - Product / Service
    • Tangible Play Inc. - Key offerings
    • SWOT
  • 15.15 Thames and Kosmos LLC
    • Thames and Kosmos LLC - Overview
    • Thames and Kosmos LLC - Product / Service
    • Thames and Kosmos LLC - Key offerings
    • SWOT
  • 15.16 TIF Studio
    • TIF Studio - Overview
    • TIF Studio - Product / Service
    • TIF Studio - Key offerings
    • SWOT
  • 15.17 UBTECH Education
    • UBTECH Education - Overview
    • UBTECH Education - Product / Service
    • UBTECH Education - Key offerings
    • SWOT
  • 15.18 Upper Story LLC
    • Upper Story LLC - Overview
    • Upper Story LLC - Product / Service
    • Upper Story LLC - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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