Tuesday, May 6, 2025

Second-hand games and toys in France: on track to sell 40 million units by 2025

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Second-hand games and toys in France: on track to sell 40 million units by 2025
The French second-hand games and toys market has reached a new milestone: €332 million generated in 2024, 35 million units sold, and momentum that should take it beyond €40 million in 2025.


Ever-stronger growth


In 2024, the second-hand games and toys market recorded an increase of:
  • +23% in value (i.e. +52 million euros)
  • +20% in volume (i.e. 35 million units sold, compared with 29.1 million in 2023)
  • +3% in average price, now set at 9.5 euros
(Source: Circana SCS | France Barometer 2024)

Since 2021, growth has been steady:
  • 2021: 21.5 million units / £169 million
  • 2022: 24.8 million / £215 million
  • 2023: 29.1 million / £270 million
  • 2024: 34.9 million / £332 million
  • 2025 (projection): 40.1 million units sold


A rapidly growing market share


In 2024, second-hand goods will account for 7.1% of the overall toy market in France, representing an increase of 1.2 points compared to 2023.
If this trend continues, the second-hand market could reach 10.5% by 2030.

Christmas, the main driver of the second-hand market

Second-hand games and toys are a big hit during the festive season:
  • 59% of purchases are for Christmas (+2 points)
  • 46% for birthdays
  • 45% for impulse buys
(Source: Circana SCS | Q11)

The main beneficiaries are children:
  • 45% of purchases are for a son or daughter (or son- or daughter-in-law)
  • 29% are for a grandchild
  • 19% are for a nephew or niece
  • 26% of buyers also buy for themselves

Digital dominates distribution


Online shopping is driving this growth: +25% online sales, compared to +20% offline.
Digital now accounts for 14.7% of the online market share for second-hand games and toys, compared to 3.7% in physical stores.


The categories that are booming


Certain product families stand out:
  • Soft toys: +37%
  • Arts & crafts: +35%
  • Figurines: +28%
  • Dolls: +25%
  • Educational games & puzzles: +23%
(Source: Circana SCS – value growth by category)


Increasingly committed consumption


Main motivations of buyers:
  • 72% for economic reasons.
  • 47% for environmental reasons (+4 points).
  • 35% to find toys that are no longer sold new.
Among the new growth profiles, the ‘uninhibited’ — young, often childless, with modest incomes — represent 16% of buyers (+1 point).


What is still holding buyers back


Main obstacles to online shopping:
  • 44% fear a defective product.
  • 41% regret not being able to see the product.
  • 38% doubt the quality.
In-store:
  • 45% still find prices too high.
  • 43% point to the lack of physical outlets.

In summary


📊In 2024:
  • €332 million generated
  • 35 million toys sold
  • €9.5 average price
  • 7.1% market share
🔮In 2025:
Target: 40.1 million units sold (Circana projection)

♻️ A market driven by price, environmental considerations and a new generation that is comfortable with second-hand goods

📌Source: Barometer of Second-Hand Games and Toys 2024, Circana & Ecomaison, March 2025.

Content provided by YOGA NOEL