Product groups

Electronic Toys

Trendsetting product group

Technology and digitisation have evolved from being a mere trend to a firm feature in the toy sector. In the Electronic Toys product group, manufacturers show how technological innovations are now enabling new and exciting gaming experiences. Smart toys, kits for programmable robots, games in virtual worlds, electronic learning toys and remote-controlled multicopters and RC vehicles all rely on modern technology and encourage children and adults alike to engage playfully with all the digital possibilities on offer.

The product group at a glance

  • Electronics-based games and educative toys for children and adults, all within one hall
  • Robotics, digitally controlled and programmable toys
  • Current trends and innovations in the RC segment
  • 67 exhibitors from 16 countries on an exhibition area of 5,500 m2

It’s very important because here it is a point where we meet people and we discover also new products and see the technology – the new technology – in the toy world.

MB Group, Mohamed Barkat, General Manager

The entire Toy Fair experience was fantastic from start to finish. The Toy Trends area also proved to be incredibly valuable. The attention, attention we received in this area raised our profile tremendously and tremendously and brought a large number of visitors to our booth, which helped us showcase our products and engage with potential customers. with potential customers. Thank you for a great show - we will come back next year!

Kate Scott, CEO/Founder, HoloToyz, exhibitor

PRODUCTS

In this product group you will find amongst other things

  • Robot toys
    Robotics (Model kits); Robots (characters); Electronic Pets; Coding Toys

  • RC toys
    RC toys; Drones; Track toys, slot car racing and accessories

  • Virtual play
    Augmented Reality Toys; Virtual Reality Toys; Consoles and accessories; Handhelds; E-toys; Entertainment software (e-games); Games-Applications (Apps)

  • Electronic learning
    Electronic games; Edutainment (language software, encyclopedias, etc.); Infotainment software (guides, geography, music, films / TV, etc.); Educational-Applications (Apps); Video; Music; Educational software; School software; Tablets, laptops and computers; Electronic pens

  • Other Electronic Toys
    Action Camera; Wearables (smart watches, pedometer, ect.); 3D Printing and accessories; Walkie-Talkie; Microphones; Headphones

  • Licensed articles, sustainable products and products for people with special needs complete the product portfolio.

VISITOR GROUPS

  • Toy  shops
  • Electronics  retailers
  • Department stores, supermarkets, food retailers, discounters
  • Mail order business, online shops
  • Leisure parks, theme parks
  • Social and public institutions, nursery/school outfitters

TARGET GROUP

Technological progress revolves around concepts such as artificial intelligence, the Internet of Things, virtual reality and so on. These advancements have also reached the toy sector. With electronic toys, children and adults can help to actively shape the nature of play, among other things, such as by learning to program through play and interaction with their toys. Products that open up technological possibilities through play and integrate the latest tech trends into toys are often at the forefront. Consumers are ensured exciting play experiences with the added value of thereby preparing themselves for our digital world. Children also go wild for products that add digital aspects to physical content. With increasing demand for “playful technology” in some markets, there is potential for toy manufacturers and retailers to tap into new business areas and target consumer groups with a strong interest in technology.

Vanessa Müller-Kosog

Project Manager

 

 

YOUR CONTACT FOR RETURNING EXHIBITORS:

Natalia Kalberlah

Sales Manager

 

 

YOUR CONTACT FOR NEW EXHIBITORS: