Connected Toys Market size was over USD 16.53 billion in 2026 and is likely to grow at a 20.05% CAGR between 2027 and 2036, surpassing USD 102.78 billion by 2036. The industry revenue for 2027 is calculated at USD 19.32 billion.
Growing interest in interactive learning and STEM-oriented play is creating stronger demand for connected toys market offerings that combine entertainment with educational engagement. Parents and consumers are increasingly seeking products that encourage problem-solving, experimentation, and active participation, making digitally enabled toys more attractive than conventional play formats. The ability to incorporate interactive features into educational play supports broader adoption across households looking for engaging learning experiences.
The integration of AR and AI capabilities is making the connected toys market more engaging by enabling richer interactions and personalized play experiences. These technologies can support responsive gameplay, adaptive interactions, and digitally enhanced environments, allowing smart toys to deliver experiences that feel more dynamic to individual users. Greater personalization also strengthens the appeal of connected products among consumers seeking technology-enabled entertainment rather than static play experiences.
Partnerships between toy brands and digital content providers are strengthening the connected toys market by linking physical products with broader digital experiences. Access to complementary content can extend gameplay, introduce new interactive activities, and encourage continued engagement beyond the initial purchase. Such collaborations also allow connected toy offerings to participate in more comprehensive immersive ecosystems, increasing the value of digitally integrated play for consumers.
| Growth Driver Assessment Framework | |||||
| Growth Driver | Impact On CAGR | Regulatory Influence | Geographic Relevance | Adoption Rate | Impact Timeline |
|---|---|---|---|---|---|
| Growing demand for interactive STEM-based toys accelerating connected toy adoption among consumers | 2.40% | Moderate | North America, Europe | High | Near Term |
| Integration of AR and AI technologies enhancing personalization and engagement in smart toys | 2.00% | Moderate | Asia Pacific, North America | Medium | Mid Term |
| Expanding partnerships between toy brands and digital content providers strengthening immersive play ecosystems | 1.70% | Low | Europe, Asia Pacific | Emerging | Mid Term |
In the connected toys market, North America held the largest share in 2026, supported by strong consumer adoption of smart home technologies, widespread digital connectivity, and high acceptance of interactive children’s products. Demand is reinforced by parents seeking toys that combine entertainment, learning, personalization, and digital engagement. The region also benefits from developed retail and e-commerce channels, established technology infrastructure, and growing interest in educational and STEM-focused play experiences. Increasing attention to data privacy and child safety is further shaping product development, encouraging manufacturers to strengthen security and parental control features.
Asia Pacific is emerging as the fastest-growing regional market, driven by expanding middle-class households, rising smartphone and internet penetration, and increasing consumer interest in technology-enabled learning and entertainment. Rapid urbanization and the expansion of e-commerce are improving access to connected toys across a broader consumer base. Growing investment in digital education and children's technology is also supporting demand, while manufacturers are increasingly incorporating artificial intelligence, voice interaction, and app-based functionality to align with evolving preferences for immersive and educational play.
The U.S. connected toys market is driven by demand for educational entertainment that combines digital engagement with physical play. Manufacturers are prioritizing secure connectivity, personalized content, and companion applications that enhance long-term consumer engagement.
Japan is integrating connected technologies into toys featuring popular entertainment franchises and interactive storytelling. Japanese companies continue enhancing voice recognition, responsive features, and digital content to enrich children's play experiences.
South Korea is advancing connected toys through integration of artificial intelligence, robotics, and mobile applications. Companies in South Korea are developing interactive products that combine entertainment with educational functionality and digital connectivity.
Germany emphasizes connected toys that comply with stringent safety and data privacy expectations. Toy manufacturers in Germany are investing in secure software platforms and educational features that strengthen consumer confidence and product value.
France is seeing growing demand for connected toys that encourage learning while maintaining balanced digital interaction. French brands are emphasizing age-appropriate content, parental controls, and secure connectivity to support responsible product adoption.
Italy is expanding connected toy offerings that combine interactive entertainment with educational value for family use. Italian distributors are introducing connected play products featuring intuitive interfaces and multilingual capabilities to appeal to diverse consumer preferences.
In the connected toys market, the 9-12 years segment held the largest share of 42.4% in 2026, supported by children's greater familiarity with interactive digital experiences and their ability to engage with connected features more independently. Toys designed for this age group can incorporate interactive play, digital connectivity, educational content, and personalized experiences that align with increasingly sophisticated preferences. The combination of physical play with technology-enabled functionality also strengthens their appeal among children and supports continued interest from parents seeking engaging and technology-oriented products.
The 6-8 years segment is experiencing faster adoption as connected play becomes more accessible to younger children. Products designed for this age group can combine simple interactive functions with educational and entertainment-oriented experiences, encouraging early engagement with connected technology. Increasing parental interest in toys that blend learning, creativity, and digital interaction is supporting demand, while improvements in user-friendly interfaces are making connected products more suitable for younger users.
Smartphones represented the largest interfacing device segment in 2026, reflecting their widespread availability and established role as a gateway for controlling and interacting with connected toys. Smartphone-based interfaces allow users to access companion applications, manage toy functions, and engage with digital content through a familiar device. Their broad compatibility and convenience make smartphones a practical choice for households adopting connected toys, while the integration of app-based features expands the range of interactive experiences available to users.
Wearables are gaining traction as connected toy interfaces as consumers increasingly favor more immediate and portable forms of interaction. Wearable devices can enable hands-free engagement and support personalized experiences without requiring continuous access to a smartphone. Their integration with interactive toys also creates opportunities for movement-based activities, responsive play, and more immersive experiences, strengthening their relevance as connected play evolves toward more seamless technology integration.
| Report Segmentation | |||
| Segment | Sub-Segment | Largest Segment | Fastest Growing Segment |
|---|---|---|---|
| Age Group | 0- 5 Years, 6-8 Years, 9-12 Years, Teenagers (13-19 Years) | 9-12 Years | 6-8 Years |
| Interfacing Device | Smartphones, Tablets, Consoles & PCs, Wearables | Smartphones | Wearables |
| Distribution Channel | Online Retail, Offline Retail, Specialty Stores, Direct Sales | Online Retail | Direct Sales |
| Application | Educational, Entertainment, Fitness and Health, Security and Monitoring | Entertainment | Educational |
| Technology | Wi-Fi, Bluetooth, Radio Frequency Identification (RFID)or Near Field Communication (NFC), Artificial Intelligence (AI), Augmented Reality (AR)and Virtual Reality (VR) | Bluetooth | Artificial Intelligence (AI) |
| Type | App-Connected Toys, Voice-Activated Toys, Screenless Connected Toys, Smart Toys with Wearable Integration, Robotics & Programmable Toys, Smart Action Figures and Dolls | App-Connected Toys | Voice-Activated Toys |
1. LEGO A/S (Denmark)
2. Hasbro Inc. (United States)
3. Mattel Inc. (United States)
4. Spin Master Corp. (Canada)
5. VTech Holdings Ltd. (Hong Kong)
6. Sony Group Corporation (Japan)
7. Sphero Inc. (United States)
8. UBTECH Robotics Corp Ltd. (China)
9. Wonder Workshop Inc. (United States)
10. WowWee Group Limited (Hong Kong)
Interactive digital technologies are reshaping engagement experiences in the connected toys market. Continuous innovation is integrating smart features that enhance learning and entertainment value. The market is evolving through immersive play solutions that combine physical interaction with digital connectivity.
| Company Name | Date | Key Development |
|---|---|---|
| LEGO | Feb-26 | LEGO introduced its Smart Bricks platform, integrating lights, sound, and sensor technologies into traditional construction blocks. The initiative enhances physical-digital play integration by enabling interactive and sensor-driven building experiences, strengthening LEGO’s position in the evolving connected toys segment through embedded technology capabilities. |
| Mattel and OpenAI | Jun-25 | Mattel entered a strategic partnership with OpenAI to develop AI-enabled toys across major brands, including Barbie. The collaboration focuses on embedding conversational AI and interactive digital capabilities into toys, representing a significant shift toward intelligent, adaptive play systems within the connected toys market ecosystem. |
| GUND | Sep-24 | GUND, a Spin Master company, partnered with Disney to launch a co-branded plush toy collection featuring Disney characters. The initiative integrates licensed character IP with GUND’s product design capabilities, reinforcing the role of cross-brand collaborations in expanding interactive and collectible segments within connected and experiential toy categories. |
| Sony Interactive Entertainment Europe | Jul-24 | Sony Interactive Entertainment Europe collaborated with Spin Master to launch The Shapes Collection, a toy line based on PlayStation Studios intellectual property including God of War Ragnarök and Horizon Forbidden West. The initiative extends gaming IP into physical collectibles, strengthening convergence between digital entertainment ecosystems and toy manufacturing. |
| Hasbro | Apr-24 | Hasbro signed a licensing agreement with Playmates Toys to produce and distribute Power Rangers toys, including a focus on the Mighty Morphin Power Rangers series. The agreement expands Hasbro’s ecosystem of licensed toy production and supports continued commercialization of established entertainment IP within the connected and branded toy segment. |
| The LEGO Group | Mar-23 | The LEGO Group increased production capacity and expanded its manufacturing footprint, including ramping up output across three factories and opening 155 branded retail stores. These operational expansions were implemented to address rising demand and reinforce global distribution and supply capabilities within its construction-based toy ecosystem. |
| Mattel, Inc. | Jun-22 | Mattel expanded its Mattel PlayBack program to include Fisher-Price toys, extending its toy circularity and take-back initiative across additional brands. The program enables product recovery and reuse across Barbie, MEGA, Matchbox, and Fisher-Price lines, strengthening sustainability-linked engagement within the broader toy ecosystem. |
| LEGO Group and Universal Products & Experiences | May-25 | LEGO Group and Universal Products & Experiences launched LEGO sets based on DreamWorks Animation’s Gabby’s Dollhouse: The Movie, targeting children aged four and above. The collaboration extends licensed IP integration into physical construction toys, supporting cross-media commercialization strategies within the connected toys ecosystem. |