Speak directly to the analyst to clarify any post sales queries you may have.
MARKET TRENDS & DRIVERS
Strategic Product Introductions
The market is driven by the entertainment value associated with the products, and innovation in product portfolios is one of the crucial factors to sustain in the industry. Consumers' tendency to switch to various board game products has significantly increased in the past five years. Innovation plays a significant role in the board games market that runs on a tight margin. The industry has seen a lot of innovation by vendors, such as increased technology use as vendors incorporate digital components into their games to enhance the gaming experience. Vendors are focusing on introducing new themes & mechanics to create distinct and engaging experiences. For instance, "Wingspan" is a board game that features birds and their habitats, and "Gloomhaven" is a game that combines elements of role-playing games with tactical combat.Rising Number of Board Game Cafes
With the increasing number of game cafés worldwide, businesses have drawn many buyers in the past few years. These game bars and cafes have been phenomenal success and have achieved tremendous global prominence. Board game cafes are quite common in western European countries such as the UK, France, and the North American region. Board game cafes are places where people play games and simultaneously engage with other gamers. Owing to their increasing popularity, certain cafes and shops also provide snacks and drinks during games. The increasing popularity of board game cafes is helping manufacturers to understand the kind of games that appeal to the larger section of players. This, in turn, helps vendors cater to customers' requirements, thus ensuring the steady growth of the board games market.INDUSTRY CHALLENGE ANALYSIS
Market Disturbance Tariffs & Trade Slumps
One of the major challenges for the global board games market is the impact of global trade wars and tariffs imposed across borders. Factors such as reduced access to credit, job losses, bankruptcies, low consumer confidence, and other macroeconomic factors significantly impact the demand for board games. The economic impact of changes in trade relations between the U.S. and other countries, including the U.S. and China, or a new United States-Mexico-Canada Agreement, or even changes in the EU, such as the Brexit outcome, can have a significant impact on the financial status of major vendors such as Hasbro and Mattel.Certain political trade tensions prevailing across the globe are a cause of concern for certain manufacturing industries. For instance, the trade war between the U.S. and China (two big industries for the board games market) is raising tension among printers across the globe having direct or indirect trade relations with these countries. There is a possible risk of further escalation and retaliatory actions between the two countries.
SEGMENTATION INSIGHTS
INSIGHTS BY PRODUCT
The puzzle type dominated the global board games market and generated a revenue of over USD 6.9 billion in 2022. The segment focuses on the jigsaw, 3D puzzles, slider puzzles, Rubik’s cubes, and other brain teasers. Following puzzle games, tabletop games market was the second largest revenue generator, holding a share of over 23% in 2022. Tabletop board games are gaining popularity as these games force people to interact, thus making the bond stronger. The industry has witnessed a spurt in demand for various tabletop board games. While preschool kids are more interested in chance-based tabletop board games, strategy-based board games are witnessing higher demand among grade-schoolers, teenagers, and adults. Tabletop games are effective in developing cognitive skills in children.Segmentation by Product
- Puzzles
- Tabletop Board Games
- Collectible Card Games
- Card & Dice Games
- Miniature Games
- RPG Board Games
INSIGHTS BY THEME
The educational board games segment dominated the global board games market with over 41% share owing to the higher penetration of puzzles among end-users. The educational board games segment is expected to witness significant demand in the years ahead, owing to the ability of such games to develop basic preschool skills. Color matching, identifying letters, alphabets, numbers, counting, identifying shapes and patterns, developing fine motor skills, and strategic thinking skills, among others, are some of the key offerings of such games.Segmentation by Theme
- Educational Board Games
- Strategy & War Board Games
- Fantasy Board Games
- Sports Board Games
- Others Board Games
INSIGHTS BY DISTRIBUTION CHANNEL
The offline segment accounted for the highest market revenue, with over 54% industry share in the global board games market in 2022. However, due to the rising internet penetration worldwide, the offline segment will face strong competition from the online segment in the future. Many retail players such as Walmart, Costco, Sears, Best Buy, and Target stock and showcase products in their retail outlets, leading to higher visibility of these games in the industry during the forecast period. However, the online board games market segment is witnessing high traction from the US and other European countries, particularly Germany and the UK. Sales from the online channel is expected to grow at a CAGR of over 13% during the forecast period.Segmentation by Distribution Channel
- Offline
- Specialty Stores
- Mass Market Players
- Other Stores
- Online
GEOGRAPHICAL ANALYSIS
North America dominated the global board games market, accounting for a 28.88% share in 2022. The board games played in North America are different from European board games. Americans prefer to play board games based on the luck factor with extra focus on defeating opponents. However, American-style board games are less fun as the players can be easily eliminated from the game. Thus, American board games do not fully engage the players. Therefore, the region is witnessing high demand for Euro-style board games. For instance, European strategy games such as The Settlers of Catan or Catan have carved inroads into the U.S. board games market in the recent past.Segmentation by Geography
- North America
- US
- Canada
- APAC
- China
- India
- Japan
- Indonesia
- South Korea
- Australia
- Malaysia
- Singapore
- Thailand
- New Zealand
- Vietnam
- Europe
- UK
- France
- Germany
- Russia
- Italy
- Sweden
- Norway
- Spain
- Denmark
- Switzerland
- Iceland
- Latin America
- Brazil
- Mexico
- Argentina
- Colombia
- Rest Of Latin America
- Middle East & Africa
- Saudi Arabia
- South Africa
- UAE
- Egypt
- Turkey
COMPETITIVE LANDSCAPE
Competition in the board games market is highly intensified due to the influx of several local players. Products have witnessed a significant push in popularity, mainly among residential users. Product development in the board games market requires less investment than in other markets, such as mobile gadgets, video games, and others. This influx has also tightened the profit margin for global players. Product counterfeiting, especially for card and dice games, has turned industry dynamics complex for big commercial players.Key Company Profiles
- Asmodee Group
- Hasbro
- Mattel
- Ravensburger
Other Prominent Vendors
- Asmadi Games
- Bezier Games
- com
- Buffalo Games
- Clementoni
- CMON
- Disney
- Funko
- Games Workshop
- Gibsons Games
- Goliath Games
- Grey Fox Games
- IELLO Games
- Indie Boards and Cards
- INI
- Epoch Everlasting Play
- Imago Group
- Kamings Trade
- Learning Resources
- Lifestyle Boardgames
- Loony Labs
- Ludo Fact
- Melissa & Doug
- MindWare
- North Star Games
- Orchard Toys
- Panda Game Manufacturing
- Pegasus Spiele
- Piatnik
- Reaper Miniatures
- Rio Grande Games
- Schmidt Spiele
- Spin Master
- Spontaneous Games
- Sunsout
- Surprised Stare Games
- Talicor
- Trend Enterprises
- Ultra Pro International
- University Games
- USAOPOLY
- Winning Moves Games
- WizKids
- Zobmondo
KEY QUESTIONS ANSWERED
1. How big is the board games market?2. What is the growth rate of the board games market?
3. Who are the key players in the global board games market?
4. What are the key driving factors in the board games market?
5. Which region dominates the global board games market?
Table of Contents
1 Research Methodology2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 Base Year
4.3 Scope of the Study
4.3.1 Market Segmentation by Product
4.3.2 Market Segmentation by Theme
4.3.3 Market Segmentation by Distribution Channel
4.3.4 Market Segmentation by Geography
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Premium Insights
6.1 Market Definition
6.2 Report Overview
6.3 Board Game Life Cycle
6.4 Opportunities & Challenge Analysis
6.5 Segment Analysis
6.6 Competitive Landscape
7 Market at a Glance
8 Introduction
8.1 Overview
8.2 Value Chain
8.2.1 Raw Material Suppliers
8.2.2 Manufacturers
8.2.3 Distributors
8.2.4 Retailers
8.2.5 End-users
8.3 Global Market Risk
8.4 Lifecycle of Board Games
8.5 Distribution Model
9 Market Opportunities & Trends
9.1 Rise in Adoption of Digital-First Approach
9.2 Strategic Product Launches
9.3 Capitalizing on Board Game Conventions
9.4 Rise in Consumer Focus on Leisure Activities
10 Market Growth Enablers
10.1 High Preference for Analog Experience
10.2 Rising Number of Board Game Cafés
10.3 Surge in Crowdfunding Initiatives
10.4 Incorporation of Learning Quotient in Board Games
11 Market Restraints
11.1 Market Disturbance Due to Tariffs & Trade Slumps
11.2 High Presence of Alternative Options
11.3 Supply Chain Inequalities
11.4 Lack of Product Awareness
12 Market Landscape
12.1 Market Overview
12.2 Post-Covid Scenario
12.3 Vendor Analysis
12.4 Market Size & Forecast
12.5 Market by Product
12.6 Market by Theme
12.7 Five Forces Analysis
12.7.1 Threat of New Entrants
12.7.2 Bargaining Power of Suppliers
12.7.3 Bargaining Power of Buyers
12.7.4 Threat of Substitutes
12.7.5 Competitive Rivalry
13 Product
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Puzzles
13.3.1 Market Overview
13.3.2 Market Size & Forecast
13.3.3 Market by Geography
13.4 Tabletop Board Games
13.4.1 Market Overview
13.4.2 Market Size & Forecast
13.4.3 Market by Geography
13.5 Collectible Card Games
13.5.1 Market Overview
13.5.2 Market Size & Forecast
13.5.3 Market by Geography
13.6 Card & Dice Games
13.6.1 Market Overview
13.6.2 Market Size & Forecast
13.6.3 Market by Geography
13.7 Miniature Games
13.7.1 Market Overview
13.7.2 Market Size & Forecast
13.7.3 Market by Geography
13.8 Rpg Board Games
13.8.1 Market Overview
13.8.2 Market Size & Forecast
13.8.3 Market by Geography
14 Theme
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Educational Board Games
14.3.1 Market Overview
14.3.2 Market Size & Forecast
14.3.3 Market by Geography
14.4 Strategy & War Board Games
14.4.1 Market Overview
14.4.2 Market Size & Forecast
14.4.3 Market by Geography
14.5 Fantasy Board Games
14.5.1 Market Overview
14.5.2 Market Size & Forecast
14.5.3 Market by Geography
14.6 Sports Board Games
14.6.1 Market Overview
14.6.2 Market Size & Forecast
14.6.3 Market by Geography
14.7 Other Board Games
14.7.1 Market Overview
14.7.2 Market Size & Forecast
14.7.3 Market by Geography
15 Distribution Channel
15.1 Market Overview
15.2 Post-Covid Scenario
15.3 Manufacturing, Production, & Distribution
15.4 Offline
15.5 Online
16 Geography
16.1 Market Snapshot & Growth Engine
16.2 Geographic Overview
17 North America
17.1 Market Overview
17.2 Market Size & Forecast
17.3 Product
17.3.1 Market Size & Forecast
17.4 Theme
17.4.1 Market Size & Forecast
17.5 Key Countries
17.5.1 Us: Market Size & Forecast
17.5.2 Canada: Market Size & Forecast
18 Apac
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Product
18.3.1 Market Size & Forecast
18.4 Theme
18.4.1 Market Size & Forecast
18.5 Key Countries
18.5.1 China: Market Size & Forecast
18.5.2 India: Market Size & Forecast
18.5.3 Japan: Market Size & Forecast
18.5.4 Indonesia: Market Size & Forecast
18.5.5 South Korea: Market Size & Forecast
18.5.6 Australia: Market Size & Forecast
18.5.7 Malaysia: Market Size & Forecast
18.5.8 Singapore: Market Size & Forecast
18.5.9 Thailand: Market Size & Forecast
18.5.10 New Zealand: Market Size & Forecast
18.5.11 Vietnam: Market Size & Forecast
19 Europe
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Product
19.3.1 Market Size & Forecast
19.4 Theme
19.4.1 Market Size & Forecast
19.5 Key Countries
19.5.1 Uk: Market Size & Forecast
19.5.2 France: Market Size & Forecast
19.5.3 Germany: Market Size & Forecast
19.5.4 Russia: Market Size & Forecast
19.5.5 Italy: Market Size & Forecast
19.5.6 Sweden: Market Size & Forecast
19.5.7 Norway: Market Size & Forecast
19.5.8 Spain: Market Size & Forecast
19.5.9 Denmark: Market Size & Forecast
19.5.10 Switzerland: Market Size & Forecast
19.5.11 Iceland: Market Size & Forecast
20 Latin America
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Product
20.3.1 Market Size & Forecast
20.4 Theme
20.4.1 Market Size & Forecast
20.5 Key Countries
20.5.1 Brazil: Market Size & Forecast
20.5.2 Mexico: Market Size & Forecast
20.5.3 Argentina: Market Size & Forecast
20.5.4 Colombia: Market Size & Forecast
20.5.5 Rest of Latin America: Market Size & Forecast
21 Middle East & Africa
21.1 Market Overview
21.2 Market Size & Forecast
21.3 Product
21.3.1 Market Size & Forecast
21.4 Theme
21.4.1 Market Size & Forecast
21.5 Key Countries
21.5.1 Saudi Arabia: Market Size & Forecast
21.5.2 South Africa: Market Size & Forecast
21.5.3 Uae: Market Size & Forecast
21.5.4 Egypt: Market Size & Forecast
21.5.5 Turkey: Market Size & Forecast
22 Competitive Landscape
22.1 Competition Overview
23 Key Company Profiles
23.1 Embracer Group (Asmodée Group)
23.1.1 Business Overview
23.1.2 Product Offerings
23.1.3 Key Strategies
23.1.4 Key Strengths
23.1.5 Key Opportunities
23.2 Hasbro
23.2.1 Business Overview
23.2.2 Product Offerings
23.2.3 Key Strategies
23.2.4 Key Strengths
23.2.5 Key Opportunities
23.3 Mattel
23.3.1 Business Overview
23.3.2 Product Offerings
23.3.3 Key Strategies
23.3.4 Key Strengths
23.3.5 Key Opportunities
23.4 Ravensburger
23.4.1 Business Overview
23.4.2 Product Offerings
23.4.3 Key Strategies
23.4.4 Key Strengths
23.4.5 Key Opportunities
24 Other Prominent Vendors
24.1 Asmadi Games
24.1.1 Overview
24.2 Bezier Games
24.2.1 Overview
24.3 Boardgamedesign.Com
24.3.1 Overview
24.4 Buffalo Games
24.4.1 Overview
24.5 Clementoni
24.5.1 Overview
24.6 Cmon
24.6.1 Overview
24.7 Disney
24.7.1 Overview
24.8 Funko
24.8.1 Overview
24.9 Games Workshop
24.9.1 Overview
24.1 Gibsons Games
24.10.1 Overview
24.11 Goliath Games
24.11.1 Overview
24.12 Grey Fox Games
24.12.1 Overview
24.13 Iello Games
24.13.1 Overview
24.14 Indie Boards and Cards
24.14.1 Overview
24.15 Ini
24.15.1 Overview
24.16 Epoch Everlasting Play
24.16.1 Overview
24.17 Imago Group
24.17.1 Overview
24.18 Kamings Trade
24.18.1 Overview
24.19 Learning Resources
24.19.1 Overview
24.20 Lifestyle Boardgames
24.20.1 Overview
24.21 Loony Labs
24.21.1 Overview
24.22 Ludo Fact
24.22.1 Overview
24.23 Melissa & Doug
24.23.1 Overview
24.24 Mindware
24.24.1 Overview
24.25 North Star Games
24.25.1 Overview
24.26 Orchard Toys
24.26.1 Overview
24.27 Panda Game Manufacturing
24.27.1 Overview
24.28 Pegasus Spiele
24.28.1 Overview
24.29 Piatnik
24.29.1 Overview
24.30 Reaper Miniatures
24.30.1 Overview
24.31 Rio Grande Games
24.31.1 Overview
24.32 Schmidt Spiele
24.32.1 Overview
24.33 Spin Master
24.33.1 Overview
24.34 Spontaneous Games
24.34.1 Overview
24.35 Surprised Stare Games
24.35.1 Overview
24.36 Sunsout
24.36.1 Overview
24.37 Talicor
24.37.1 Overview
24.38 Trend Enterprises
24.38.1 Overview
24.39 Ultra Pro International
24.39.1 Overview
24.40 University Games
24.40.1 Overview
24.41 Usaopoly
24.41.1 Overview
24.42 Winning Moves Games
24.42.1 Overview
24.43 Wizkids
24.43.1 Overview
24.44 Zobmondo
24.44.1 Overview
25 Report Summary
25.1 Key Takeaways
25.2 Strategic Recommendations
26 Quantitative Summary
26.1 Market by Geography
26.2 Market by Product
26.3 Market by Theme
26.4 North America
26.4.1 Product: Market Size & Forecast
26.4.2 Theme: Market Size & Forecast
26.5 Apac
26.5.1 Product: Market Size & Forecast
26.5.2 Theme: Market Size & Forecast
26.6 Europe
26.6.1 Product: Market Size & Forecast
26.6.2 Theme: Market Size & Forecast
26.7 Latin America
26.7.1 Product: Market Size & Forecast
26.7.2 Theme: Market Size & Forecast
26.8 Middle East & Africa
26.8.1 Product: Market Size & Forecast
26.8.2 Theme: Market Size & Forecast
27 Appendix
27.1 Abbreviations
Companies Mentioned
- Asmodee Group
- Hasbro
- Mattel
- Ravensburger
- Asmadi Games
- Bezier Games
- com
- Buffalo Games
- Clementoni
- CMON
- Disney
- Funko
- Games Workshop
- Gibsons Games
- Goliath Games
- Grey Fox Games
- IELLO Games
- Indie Boards and Cards
- INI
- Epoch Everlasting Play
- Imago Group
- Kamings Trade
- Learning Resources
- Lifestyle Boardgames
- Loony Labs
- Ludo Fact
- Melissa & Doug
- MindWare
- North Star Games
- Orchard Toys
- Panda Game Manufacturing
- Pegasus Spiele
- Piatnik
- Reaper Miniatures
- Rio Grande Games
- Schmidt Spiele
- Spin Master
- Spontaneous Games
- Sunsout
- Surprised Stare Games
- Talicor
- Trend Enterprises
- Ultra Pro International
- University Games
- USAOPOLY
- Winning Moves Games
- WizKids
- Zobmondo
Methodology
Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.
Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 285 |
Published | March 2023 |
Forecast Period | 2022 - 2028 |
Estimated Market Value ( USD | $ 18.93 Billion |
Forecasted Market Value ( USD | $ 39.99 Billion |
Compound Annual Growth Rate | 13.2% |
Regions Covered | Global |
No. of Companies Mentioned | 48 |