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Toys and Games

Toys and Games

The kids market is fast maturing into a gigantic one

Markets mature with consistent innovation and change, the growing kids market is now a serious business for professionals.

The category is a specialized and exclusive one, the E-commerce Toys and Games category targets children specifically, there are many varieties of games that even teenagers and adults play, but again these are very niche and cater only to some of their specific needs. The games that adults play is predominantly those that have less animation but are simple to play, the application aids a simpler process for them to play. 

The Indian eCommerce toys market is expected to hit 2,093.5 million US dollars by 2024. This sub-category will account for 9.6% of the hobby and leisure eCommerce market in India. Growing at a CAGR of 21.2%, the toy eCommerce landscape is expected to reach a market volume of 4,523.6 million US dollars by 2028.

India is the fastest-growing mobile gaming market and the annual revenue of the overall Indian gaming industry is expected to almost double to $6 billion by 2028 from $3.1 billion in 2023.

Knowing the various types of toys that appeal to children and their quality impact defines the e-commerce business offering, the material and make of the toys are critical to make the buyer aware of its impact. While selling toys, especially products that target kids, one should be wary about its sensitivities. The category is a very sensitive one and needs to be sophistically managed, the primary target audience for the business is the mothers, and they thoroughly scrutinize the toys and their raw material and other factors. 

Instructors at Kingster Education understand the sensitivities of the product offerings and their target audience; they curate the teaching modules highlighting these aspects and making the student and entrepreneur aware of them. These sensitivities will prepare the entrepreneur to cautiously venture into the business in the future. The Learning Management System (LMS) identifies these aspects and brings them to the forefront for the instructor’s reference and input.

On Case Studies

De-engineering refers to the process of dissecting an existing system, product, or process to understand its fundamental structure, design, and functionality. This reverse-engineering approach is invaluable in various domains, from technology and manufacturing to organizational processes and strategies. By breaking down complex systems into smaller, comprehensible components, de-engineering enables analysts to identify strengths, weaknesses, inefficiencies, and areas for innovation. Kingster Education breaks down complex systems on the factors that brought success to the toys and games category within the e-commerce segment, by thoroughly de-engineering and evaluating successful companies like Flipkart, FirstCry, The Laughing Giraffe, Agnikul, and Gubbare Balloons, an all-new perspective is presented for the clarity, understanding, and implementation of students and learners.

Why Choose us?

When it comes to delivering authentic technology learning experience, Kingster Education is always at the forefront.

Expert-Led Learning

With experts who have in-depth analytical skills and knowledge, learning from them becomes more than an experience.

Comprehensive Curriculum

E-commerce technology is sophisticated and deserves a holistic approach; the comprehensive curriculum completes all relevant topics.

Flexible Learning Options

Freedom of learning is a choice and if exercised logically produces great results. The learners can learn at their own pace and availability.