How to Apply
Enter the International
Enter the International
Toy Awards
Everything you need to prepare a strong entry — who can apply, which category fits your work, how judging works, and every deadline for the 2027 competition.
When to apply?
Nov 15, 2026
Awards Launch
Jan 31, 2027
Early-Bird Deadline
Mar 31, 2027
First Deadline
Apr 30, 2027
Final Deadline
Who can enter?
Division
Professional
Division
Student
Division
Agents
Division
Universities & Schools
What product qualifies?
A
Produced Toys
B
Prototypes
C
Conceptual Designs
Choose your category
Every entry is submitted under one primary sub-category. The same work may be entered in additional relevant sub-categories where permitted.
01 — Baby & Infant Toys
Toys created for babies and very young children, with attention to sensory engagement, early discovery and ease of interaction.
- Activity toys
- Bath toys
- Sensory toys
- Stacking toys
02 — Preschool Toys
Toys for early childhood play, imagination, coordination, communication and discovery.
- Early learning
- Pretend play
- Role-play sets
- Activity centers
03 — Dolls, Figures & Playsets
Character-led toys supporting storytelling, identity, role-play, collection and imaginative worlds.
- Dolls
- Action figures
- Playsets
- Dollhouses
04 — Plush Toys
Soft toys combining character, comfort, tactility and imaginative play.
- Interactive plush
- Educational plush
- Collectible plush
05 — Construction & Building Toys
Systems that invite users to build, assemble, transform, engineer or create structures and objects.
- Blocks
- Magnetic systems
- Engineering kits
06 — Creative, Art & Craft Toys
Products that encourage making, artistic expression, experimentation and hands-on creativity.
- Craft kits
- Modeling
- Maker products
07 — Educational & STEM Toys
Toys uniting learning and play through science, technology, engineering, mathematics, language or culture.
- Coding & robotics
- Science kits
- Logic toys
08 — Board, Card & Social Games
Physical games designed around rules, strategy, cooperation, communication or storytelling.
- Strategy games
- Party games
- Family games
09 — Puzzles & Brain Teasers
Products that challenge perception, logic, memory, dexterity or spatial thinking.
- Jigsaw
- 3D puzzles
- Mechanical puzzles
10 — Electronic & Interactive Toys
Toys using electronics, responsive technology or digital components for interactive play.
- Robotic toys
- Programmable toys
- AR play
11 — Vehicles, Models & Remote-Control Toys
Toys inspired by movement, transportation, machines and model-based play.
- Toy vehicles
- RC vehicles
- Model trains
12 — Outdoor & Active Play
Products encouraging physical movement, exploration, coordination and play beyond the tabletop.
- Ride-on toys
- Water & sand toys
- Flying toys
13 — Collectibles & Designer Toys
Collectible objects and limited editions where character, authorship, culture and identity are central.
- Art toys
- Blind-box
- Artist collabs
14 — Kidult, Hobby & Model Products
Toys and recreational products designed primarily for teenagers, adults, collectors and hobbyists.
- Model kits
- Miniatures
- Desk toys
15 — Inclusive & Accessible Toys
Toys designed to make meaningful play available to a wider range of users and abilities.
- Adaptive play
- Sensory-considerate
- Universal design
16 — Sustainable Toys
Toys demonstrating responsible thinking through materials, manufacturing, durability or circular design.
- Recycled materials
- Modular & repairable
- Circular systems
17 — Toy Packaging & Presentation
Packaging and presentation systems that strengthen the toy experience and retail impact.
- Sustainable packaging
- Collector packaging
- Retail display
18 — Experimental & Future Play
New and emerging forms of play that do not fit comfortably within established toy categories.
- Hybrid experiences
- Speculative design
- AI-supported play
19 — Spaces
Physical environments designed around play — from children's bedrooms and playrooms to playgrounds and public play spaces.
- Indoor play spaces
- Playground design
- Recreational parks
- Urban play spaces
20 — Gaming & Video Games
Physical and hybrid gaming products that bring digital play into the real world, from toys-to-life figures to gaming hardware.
- Toys-to-life figures
- Handheld gaming devices
- Mini arcade machines
- Gaming hardware
21 — Books & Prints
Printed and audio storytelling products that extend play and learning beyond the toy box.
- Children's books
- Activity books
- Pop-up books
- Audio stories & podcasts
22 — Cultural Toys
Toys and products created for specific cultural festivals, holidays and traditions celebrated around the world.
- Christmas toys
- Diwali toys
- Lunar New Year toys
- Traditional & heritage toys
23 — School Spaces, Toys & Equipment
Products and space design created for classrooms, libraries and other learning environments.
- Classroom STEM tools
- Libraries & reading corners
- School accessories
- Teaching resources
24 — Licensed Toys & Games
Toys and games built around licensed characters, entertainment franchises and intellectual property.
- Licensed action figures
- Licensed character plush
- Licensed collectibles
- Licensed role-play & costumes
Judging criteria
Not every criterion will carry equal relevance for every category. Entries are judged within the context of their intended audience, purpose and stage of development.
- Play Value
- The ability of the design to create an engaging, enjoyable, rewarding or memorable play experience.
- Creativity and Originality
- The freshness of the idea and its approach to interaction, storytelling, discovery or play.
- Design and Function
- The relationship between form, function, usability, materials and the intended user.
- Innovation
- The degree to which the entry introduces a new idea, solution, technology, experience or way of playing.
- Age and Audience Appropriateness
- The suitability and clarity of the design for its intended users.
- Quality and Feasibility
- The level of design development and the potential for the entry to be produced, used and enjoyed as intended.
- Developmental or Emotional Value
- The potential to encourage creativity, learning, connection, expression, movement, imagination or discovery.
- Responsibility
- The consideration given to inclusion, accessibility, sustainability, longevity and user wellbeing.