The playing cards and board games market size has grown rapidly in recent years. It will grow from $16.95 billion in 2023 to $18.71 billion in 2024 at a compound annual growth rate (CAGR) of 10.4%. The growth observed in the historical period can be ascribed to the enduring cultural and social significance of playing cards and board games. Limited entertainment alternatives in earlier times fostered the popularity of indoor games. The standardization of playing card designs, coupled with the emergence of printed materials and mass production, contributed to this growth. Additionally, the evolution of iconic board games, such as Monopoly and Scrabble, played a pivotal role in shaping the trajectory of the industry.
The playing cards and board games market size is expected to see strong growth in the next few years. It will grow to $26.68 billion in 2028 at a compound annual growth rate (CAGR) of 9.3%. The anticipated growth in the forecast period can be linked to the burgeoning tabletop gaming community. Popular media's role in promoting board games and the rising appeal of hybrid board games with app integration contribute to this growth. The expansion of escape room experiences within board games and the establishment of board game cafes and experiential gaming spaces are additional factors. Noteworthy trends in the forecast period encompass innovations in game design and mechanics, the influence of technological advancements in board game components, the integration of augmented reality (AR) in board games, the development of environmentally sustainable game materials, and collaborations between board game designers and intellectual properties.
The anticipated surge in the playing cards and board games market is expected to be fueled by the growing popularity of tabletop gaming. This encompasses various games such as board games, card games, and miniatures games played on a flat surface, fostering physical interaction and community-building. The increased demand, a diversified range of game offerings, and the expansion of gaming events and cafes contribute to innovation and heightened consumer engagement. For example, as of July 2023, around 70% of adults in the United States, United Kingdom, Germany, Russia, and India have participated in chess, with 605 million adults engaging regularly, according to the United Nations. Thus, the rising popularity of tabletop gaming is a driving force for the playing cards and board games market.
The playing cards and board games market is poised for growth due to the increasing disposable income. Disposable income, referring to funds available for spending and saving after taxes and obligatory deductions, is a pivotal factor in this market. Higher disposable incomes empower consumers to invest in leisure and entertainment, fostering demand for diverse and premium gaming experiences. As of August 2023, the Bureau of Economic Analysis reported a $7.3 billion increase (less than 0.1 percent) in disposable personal income in the United States. Consequently, the growth of disposable income is a significant driver for the playing cards and board games market.
The integration of artificial intelligence stands out as a prominent trend gaining momentum in the playing cards and board games market. Leading companies in this market are embracing cutting-edge technologies to maintain their competitive edge. An illustration of this trend is evident in the actions of CubyFun, a technology company based in China, which, in July 2022, introduced JOYO on Kickstarter. JOYO represents a distinctive fusion of technology and classic tabletop gaming, incorporating AI intelligence into six easily graspable games. Featuring diverse gameplay styles and unique artwork, JOYO delivers an immersive experience tailored to various preferences and occasions. By seamlessly combining advanced technology with traditional board games, JOYO offers an interactive and approachable gaming encounter, effectively bridging the gap between digital and physical gaming.
Major players in the playing cards and board games market are strategically emphasizing the creation of uniquely designed playing cards, such as NFT-inspired playing cards, to optimize revenue. NFT-inspired playing cards represent an innovative intersection of traditional card games with the evolving technology of non-fungible tokens (NFTs). For example, in August 2023, Bicycle Playing Cards, a US-based playing card company, unveiled the Bored Ape Yacht Club (BAYC) playing cards. This limited-edition collection comprises 54 cards, each featuring a bored ape selected as part of the 1227 Casting Call. The tuck case of each deck is distinctive, showcasing all 57 apes against various backgrounds.
In October 2021, Goliath Games, a Netherlands-based manufacturer and distributor of toys and games, successfully acquired Endless Games for an undisclosed amount. This strategic acquisition has expanded Goliath Games' global portfolio, reinforced its market position, and unlocked greater sales potential by leveraging enhanced marketing capabilities to reach a broader audience. Endless Games, a US-based game development company, specializes in the creation and distribution of board games and card games.
Major companies operating in the playing cards and board games market report are Walt Disney Company, Nintendo Co. Ltd.,Mattel Inc., Hasbro Inc, Square Enix Holdings Co. Ltd, Blizzard Entertainment Inc., Ravensburger AG, HABA USA, Rovio Entertainment Corporation, Games Workshop Group PLC, Buffalo Games, Asmodee USA, Gamewright, Delano Games, Rio Grande Games, Stonemaier Games, University Games Corporation, NECA/WizKids LLC, Z-Man Games Inc., LongPack Games Co. Ltd., Fantasy Flight Games, Czech Games Edition, Blue Orange Games, IELLO USA LLC, North Star Games, Grey Fox Games LLC, Boda Games Manufacturing Co. Ltd.
Asia-Pacific was the largest region in the playing cards and board games market in 2023. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the playing cards and board games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the playing cards and board games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Spain, Canada.
The primary offerings within the realm of playing cards and board games fall into two categories playing cards and board games. Playing cards constitute a deck of rectangular cards, typically crafted from paper or cardstock. Each card boasts a distinctive combination of suits (including hearts, diamonds, clubs, and spades) and ranks (such as ace, king, queen, and numbered cards). These playing cards find application in diverse games such as poker, blackjack, rummy, and solitaire. Tailored for various age groups, ranging from children and teenagers to adults, these cards are disseminated through both online and offline channels. They serve multiple purposes, including private gaming sessions, tournaments, online platforms, educational settings, and therapeutic applications.
The playing cards and board games research report is one of a series of new reports that provides playing cards and board games market statistics, including the playing cards and board games industry's global market size, regional shares, competitors with a playing cards and board games market share, detailed playing cards and board games market segments, market trends and opportunities, and any further data you may need to thrive in the playing cards and board games industry. This playing cards and board games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The playing cards and board games market consists of sales of traditional and customized playing cards, bluffing board games, card games, and territory-building games. Values In this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The playing cards and board games market size is expected to see strong growth in the next few years. It will grow to $26.68 billion in 2028 at a compound annual growth rate (CAGR) of 9.3%. The anticipated growth in the forecast period can be linked to the burgeoning tabletop gaming community. Popular media's role in promoting board games and the rising appeal of hybrid board games with app integration contribute to this growth. The expansion of escape room experiences within board games and the establishment of board game cafes and experiential gaming spaces are additional factors. Noteworthy trends in the forecast period encompass innovations in game design and mechanics, the influence of technological advancements in board game components, the integration of augmented reality (AR) in board games, the development of environmentally sustainable game materials, and collaborations between board game designers and intellectual properties.
The anticipated surge in the playing cards and board games market is expected to be fueled by the growing popularity of tabletop gaming. This encompasses various games such as board games, card games, and miniatures games played on a flat surface, fostering physical interaction and community-building. The increased demand, a diversified range of game offerings, and the expansion of gaming events and cafes contribute to innovation and heightened consumer engagement. For example, as of July 2023, around 70% of adults in the United States, United Kingdom, Germany, Russia, and India have participated in chess, with 605 million adults engaging regularly, according to the United Nations. Thus, the rising popularity of tabletop gaming is a driving force for the playing cards and board games market.
The playing cards and board games market is poised for growth due to the increasing disposable income. Disposable income, referring to funds available for spending and saving after taxes and obligatory deductions, is a pivotal factor in this market. Higher disposable incomes empower consumers to invest in leisure and entertainment, fostering demand for diverse and premium gaming experiences. As of August 2023, the Bureau of Economic Analysis reported a $7.3 billion increase (less than 0.1 percent) in disposable personal income in the United States. Consequently, the growth of disposable income is a significant driver for the playing cards and board games market.
The integration of artificial intelligence stands out as a prominent trend gaining momentum in the playing cards and board games market. Leading companies in this market are embracing cutting-edge technologies to maintain their competitive edge. An illustration of this trend is evident in the actions of CubyFun, a technology company based in China, which, in July 2022, introduced JOYO on Kickstarter. JOYO represents a distinctive fusion of technology and classic tabletop gaming, incorporating AI intelligence into six easily graspable games. Featuring diverse gameplay styles and unique artwork, JOYO delivers an immersive experience tailored to various preferences and occasions. By seamlessly combining advanced technology with traditional board games, JOYO offers an interactive and approachable gaming encounter, effectively bridging the gap between digital and physical gaming.
Major players in the playing cards and board games market are strategically emphasizing the creation of uniquely designed playing cards, such as NFT-inspired playing cards, to optimize revenue. NFT-inspired playing cards represent an innovative intersection of traditional card games with the evolving technology of non-fungible tokens (NFTs). For example, in August 2023, Bicycle Playing Cards, a US-based playing card company, unveiled the Bored Ape Yacht Club (BAYC) playing cards. This limited-edition collection comprises 54 cards, each featuring a bored ape selected as part of the 1227 Casting Call. The tuck case of each deck is distinctive, showcasing all 57 apes against various backgrounds.
In October 2021, Goliath Games, a Netherlands-based manufacturer and distributor of toys and games, successfully acquired Endless Games for an undisclosed amount. This strategic acquisition has expanded Goliath Games' global portfolio, reinforced its market position, and unlocked greater sales potential by leveraging enhanced marketing capabilities to reach a broader audience. Endless Games, a US-based game development company, specializes in the creation and distribution of board games and card games.
Major companies operating in the playing cards and board games market report are Walt Disney Company, Nintendo Co. Ltd.,Mattel Inc., Hasbro Inc, Square Enix Holdings Co. Ltd, Blizzard Entertainment Inc., Ravensburger AG, HABA USA, Rovio Entertainment Corporation, Games Workshop Group PLC, Buffalo Games, Asmodee USA, Gamewright, Delano Games, Rio Grande Games, Stonemaier Games, University Games Corporation, NECA/WizKids LLC, Z-Man Games Inc., LongPack Games Co. Ltd., Fantasy Flight Games, Czech Games Edition, Blue Orange Games, IELLO USA LLC, North Star Games, Grey Fox Games LLC, Boda Games Manufacturing Co. Ltd.
Asia-Pacific was the largest region in the playing cards and board games market in 2023. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the playing cards and board games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the playing cards and board games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Spain, Canada.
The primary offerings within the realm of playing cards and board games fall into two categories playing cards and board games. Playing cards constitute a deck of rectangular cards, typically crafted from paper or cardstock. Each card boasts a distinctive combination of suits (including hearts, diamonds, clubs, and spades) and ranks (such as ace, king, queen, and numbered cards). These playing cards find application in diverse games such as poker, blackjack, rummy, and solitaire. Tailored for various age groups, ranging from children and teenagers to adults, these cards are disseminated through both online and offline channels. They serve multiple purposes, including private gaming sessions, tournaments, online platforms, educational settings, and therapeutic applications.
The playing cards and board games research report is one of a series of new reports that provides playing cards and board games market statistics, including the playing cards and board games industry's global market size, regional shares, competitors with a playing cards and board games market share, detailed playing cards and board games market segments, market trends and opportunities, and any further data you may need to thrive in the playing cards and board games industry. This playing cards and board games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The playing cards and board games market consists of sales of traditional and customized playing cards, bluffing board games, card games, and territory-building games. Values In this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Playing Cards and Board Games Market Characteristics3. Playing Cards and Board Games Market Trends and Strategies32. Global Playing Cards and Board Games Market Competitive Benchmarking33. Global Playing Cards and Board Games Market Competitive Dashboard34. Key Mergers and Acquisitions in the Playing Cards and Board Games Market
4. Playing Cards and Board Games Market - Macro Economic Scenario
5. Global Playing Cards and Board Games Market Size and Growth
6. Playing Cards and Board Games Market Segmentation
7. Playing Cards and Board Games Market Regional and Country Analysis
8. Asia-Pacific Playing Cards and Board Games Market
9. China Playing Cards and Board Games Market
10. India Playing Cards and Board Games Market
11. Japan Playing Cards and Board Games Market
12. Australia Playing Cards and Board Games Market
13. Indonesia Playing Cards and Board Games Market
14. South Korea Playing Cards and Board Games Market
15. Western Europe Playing Cards and Board Games Market
16. UK Playing Cards and Board Games Market
17. Germany Playing Cards and Board Games Market
18. France Playing Cards and Board Games Market
19. Italy Playing Cards and Board Games Market
20. Spain Playing Cards and Board Games Market
21. Eastern Europe Playing Cards and Board Games Market
22. Russia Playing Cards and Board Games Market
23. North America Playing Cards and Board Games Market
24. USA Playing Cards and Board Games Market
25. Canada Playing Cards and Board Games Market
26. South America Playing Cards and Board Games Market
27. Brazil Playing Cards and Board Games Market
28. Middle East Playing Cards and Board Games Market
29. Africa Playing Cards and Board Games Market
30. Playing Cards and Board Games Market Competitive Landscape and Company Profiles
31. Playing Cards and Board Games Market Other Major and Innovative Companies
35. Playing Cards and Board Games Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Playing Cards and Board Games Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on playing cards and board games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
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- Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
- Assess the Russia-Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis.
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for playing cards and board games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:1) By Product: Playing Cards; Board Games
2) By Age Group: Children; Teenagers; Adults
3) By Distribution Channel: Online; Offline
4) By Application: Private; Game; Tournament; Online Platforms; Education; Therapy
Key Companies Mentioned: Walt Disney Company; Nintendo Co. Ltd.;Mattel Inc.; Hasbro Inc; Square Enix Holdings Co. Ltd
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- Walt Disney Company
- Nintendo Co. Ltd.
- Mattel Inc.
- Hasbro Inc
- Square Enix Holdings Co. Ltd
- Blizzard Entertainment Inc.
- Ravensburger AG
- HABA USA
- Rovio Entertainment Corporation
- Games Workshop Group PLC
- Buffalo Games
- Asmodee USA
- Gamewright
- Delano Games
- Rio Grande Games
- Stonemaier Games
- University Games Corporation
- NECA/WizKids LLC
- Z-Man Games Inc.
- LongPack Games Co. Ltd.
- Fantasy Flight Games
- Czech Games Edition
- Blue Orange Games
- IELLO USA LLC
- North Star Games
- Grey Fox Games LLC
- Boda Games Manufacturing Co. Ltd.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | February 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 18.71 Billion |
Forecasted Market Value ( USD | $ 26.68 Billion |
Compound Annual Growth Rate | 9.3% |
Regions Covered | Global |
No. of Companies Mentioned | 27 |