+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

Tabletop Games Market - Focused Insights 2024-2029

  • PDF Icon

    Report

  • 155 Pages
  • October 2024
  • Region: Global
  • Arizton
  • ID: 6020047
1h Free Analyst Time
1h Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

The Tabletop Games Market was valued at USD 27.27 billion in 2023, and is expected to reach USD 49.17 billion by 2029, rising at a CAGR of 10.32%.

MARKET TRENDS & DRIVERS

Rising Shift Towards Sustainable and Eco-Friendly Practices

Consumers increasingly seek tabletop games that reflect their values as environmental concerns like climate change, deforestation, and plastic pollution become more prominent. This has led to growing demand for games produced in environmentally friendly ways, emphasizing reducing ecological footprints. A key component of eco-friendly tabletop games is the use of sustainable materials, and many companies are shifting to recycled paper, cardboard, and biodegradable plastics for game components, which helps reduce reliance on virgin resources and minimizes waste. HABA Familygroup, a leading player in the tabletop games and toys sector, is recognized for its strong commitment to sustainability, particularly through its use of natural materials. The company sources wood from sustainable forests certified by the PEFC (Programme for the Endorsement of Forest Certification). Increasingly, companies are pursuing certifications like FSC (Forest Stewardship Council) for wood and paper products and other eco-labels to validate their sustainable practices. These certifications help build trust with environmentally conscious consumers. Crowdfunding platforms like Kickstarter have seen a rise in eco-friendly tabletop game projects.

Strategic Product Innovations

A major trend in tabletop game innovation is the incorporation of digital components. Vendors are increasingly integrating apps, augmented reality (AR), and other digital tools into their games to enhance the gaming experience. This hybrid approach blends the tactile enjoyment of traditional tabletop games with the interactive and dynamic elements of digital gaming. In addition to this, vendors are focusing on introducing new and diverse themes that break away from traditional tabletop game settings. By exploring unique themes, game developers can attract a wider range of audiences and create distinctive experiences that resonate with players. Legacy and campaign-style games have also introduced a new way of engaging players by offering evolving storylines and game elements that change over multiple sessions. This type of innovation encourages long-term engagement and deeper investment in the game. "Risk Legacy," the first legacy-style game introduced by Hasbro, is a prime example of this trend. By bringing new themes and mechanics, vendors can diversify their product portfolios and appeal to a broader audience. This is crucial in a market where consumers often switch between different products. Innovations that enhance replayability, such as modular game boards, dynamic rule sets, and evolving storylines, help extend the lifespan of a game, an important factor in a market where consumers are constantly seeking new experiences.

Rise In Demand for Analog Experience

In an age dominated by digital devices, many individuals experience digital fatigue due to constant exposure to screens for work, communication, and entertainment. This has sparked a desire to unplug and seek out activities that don't involve screens. Tabletop games offer a tactile, face-to-face experience that starkly contrasts with the digital world, providing a form of relaxation and connection that digital games and online interactions often fail to replicate. Tabletop games evoke a sense of nostalgia, reminding players of simpler times spent with family and friends. This connection to the past resonates particularly with older generations who grew up playing these games and now seek to pass these cherished traditions on to younger family members. Gathering around a table to play a tabletop game can evoke fond memories and foster a sense of continuity and tradition within families. In addition, tabletop games offer a multisensory experience that digital games lack. The physical components of these games, such as cards, dice, boards, and pieces, engage players' senses of touch and sight in a way that digital interfaces cannot. The act of physically moving pieces, shuffling cards, or rolling dice adds a tangible and engaging dimension to the experience that many find satisfying and immersive. As families look for alternatives to screen-based activities, tabletop games provide a screen-free option that encourages face-to-face interaction.

INDUSTRY RESTRAINTS

High Competition from Alternative Gaming Options

The tabletop games market is currently saturated with various games spanning numerous genres and themes. This abundance of options can overwhelm consumers, making it challenging for individual games to gain visibility. Additionally, the popularity of digital games, including mobile apps, online games, and video games, poses a significant alternative to traditional tabletop games. Digital formats often provide convenience, lower costs, and immediate access, appealing to consumers who might otherwise engage in tabletop gaming. As these digital games continue to develop and offer innovative experiences, they may attract potential players away from the tabletop market, further intensifying competition for leisure time and affecting sales. Moreover, the extensive range of tabletop games caters to diverse interests and preferences, resulting in a fragmented market. Consumer trends in this space can shift rapidly; what is popular today may not hold the same appeal shortly. The many alternatives complicate predicting and responding to these changes effectively. Furthermore, the sheer volume of available games can lead to decision fatigue, making it harder for buyers to make informed choices. This indecision or hesitation can ultimately hinder the growth of individual games and influence the overall dynamics of the tabletop games market.

SEGMENTATION INSIGHTS

INSIGHTS BY GAME TYPE

The global tabletop games market by product is segmented into board games, dexterity games, tile-based games, and paper & pencil games. The board games segment holds the largest market share in 2023. Board games are a significant category within the broader tabletop games market, encompassing various game types that appeal to different audiences and age groups. The push for more diverse themes, characters, and settings in board games has made the hobby more inclusive. Games that explore different cultures, histories, and perspectives broaden the appeal of board gaming. The puzzle board games in the board game segment accounted for the largest market share. Puzzle board games are becoming popular among both adults and children as they are designed to be educational, teaching about geography, history, mathematics, or language. These aspects appeal to parents as they are well suited for their children to play, thus helping the segment's growth.

By Product

  • Board Games
  • Dexterity Games
  • Tile-Based Games
  • Paper & Pencil Games

INSIGHTS BY THEME

The global tabletop games market by theme is categorized into educational tabletop games, strategy & war tabletop games, fantasy tabletop games, sports tabletop games, historical tabletop games, and other tabletop games. The strategy & war tabletop games market shows significant growth with the fastest-growing CAGR during the forecast period. Strategy and war tabletop games have gained popularity due to their engaging and interesting gameplay. These games require players to employ strategic thinking and meticulous planning, fostering a competitive spirit and enhancing decision-making skills. Some well-known strategy and war tabletop games include Risk, Memoir'44, Avalon Hill Axis & Allies, and Twilight Imperium. Strategy and war tabletop games offer several advantages for children of different ages. They encourage critical thinking, promote aggressive problem-solving, and familiarize players with political and military concepts. Engaging in such games remains important and is particularly popular in South Korea, Germany, Japan, and China. The tactical decision-making skills cultivated through gameplay are significant drivers of market demand.

By Theme

  • Educational Tabletop Games
  • Strategy & War Tabletop Games
  • Fantasy Tabletop Games
  • Sports Tabletop Games
  • Historical Tabletop Games
  • Other Tabletop Games

INSIGHTS BY DISTRIBUTION CHANNEL

Based on the distribution channel, the online segment shows significant growth, with the highest growth occurring during the forecast period. Online sales channels are a crucial component of the value chain in the tabletop games market. As digitalization continues to dominate a large portion of the market, many vendors are focusing on leveraging this opportunity to reach customers directly through online websites and other digital platforms. Customers are using online sales channels to purchase regional and international brands of board games depending on the type and concepts. The brands are also pushing the sales of tabletop games through various online platforms, such as brand-owned websites and pure e-commerce retailers. Brand-owned platforms not only help in the sales of the games but also serve as a personal informational portal where customers can interact with the company person and get the information needed. E-commerce retailers are helpful as they already exist in major countries and have supply chains present, which helps deliver games faster and safer. They also feature customer reviews, enabling informed decision-making.

By Distribution Channel

  • Offline
  • Online

INSIGHTS BY USER GROUP

Based on the user group, the adult segment accounted for the largest global tabletop games market share. Adult tabletop games are explicitly designed for adults, often featuring more complex gameplay and mature themes. These games are typically aimed at players aged 18 and older and may include elements such as explicit language, sexual content, or violence. Adults are drawn to these games to alleviate boredom and stress. To meet this demand, vendors are focusing on creating tabletop games that are strategic and tactical. Many adults gravitate towards murder mystery and adventure-themed games. Some popular adult tabletop games include Ticket to Ride, Risk, Pandemic, etc. The demand for adult tabletop games has increased as more people seek unique, engaging entertainment options. This growth is driven by several factors, including the overall rise in board game popularity, the influence of social media, and the desire for more mature and challenging gaming experiences.

By User Group

  • Adults
  • Kids
  • Family & Party

GEOGRAPHICAL ANALYSIS

North America dominates with the largest share of over 28% of the global tabletop market, followed by APAC. Families with children, millennials, and Zoomers are major drivers of the tabletop games market in North America. As more Americans prioritize quality family time, the demand for tabletop games has surged. North American gamers have preferred lighter, luck-based games like collectible cards and board games, avoiding those requiring cooperative strategy and critical thinking. However, in the past years, there's been a noticeable demand for more complex board games and card & dice games among adults and teenagers.

The Asia-Pacific (APAC) region shows a significant growth rate during the forecast period due to an expanding middle-class population looking to spend quality time. Due to its large population, APAC is a crucial market for consumer goods, including tabletop games. Major economies like China and India play vital roles in this sector's growth. APAC is considered a highly promising market for tabletop games, with fresh demand expected during the forecast period. Furthermore, China is projected to remain the world's largest retail market in scale and influence. Rising disposable incomes have also fueled the increasing sales of tabletop games across the region.

By Geography

  • North America
    • The U.S.
    • Canada
  • APAC
    • Japan
    • China
    • India
    • Australia
    • South Korea
    • Indonesia
    • Malaysia
  • Europe
    • Germany
    • The U.K.
    • France
    • Russia
    • Italy
    • Sweden
    • Norway
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Columbia
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • South Africa
    • UAE

VENDOR LANDSCAPE

The global tabletop games market reports consist of exclusive data on 40 vendors. The global tabletop games market's competitive scenario is intensifying, with global and domestic players offering diverse products. A few of the major players are currently dominating the market in terms of market share, and some companies are currently dominating the market, such as Asmodee, Hasbro, Mattel, and Ravensburger. Key strategies include product innovation, mergers and acquisitions, and partnerships to enhance market presence and expand geographical reach. Many tabletop game companies use crowdfunding platforms to gauge interest and secure funding before full-scale production.

Key Vendors

  • Asmodee
  • Hasbro
  • Mattel
  • Ravensburger

Other Prominent Vendors

  • Buffalo Games
  • Goliath
  • Masters Traditional Games
  • Gibson
  • Rebellion
  • CMON
  • Simba Dickie Group
  • North Star Games
  • Spin Master
  • Games Workshop
  • Reggie
  • IELLO
  • HABA Familygroup
  • Indie Boards and Cards
  • PlayMonster
  • Schmidt Spiele
  • Usaopoly
  • University Games
  • Czech Games Edition
  • Disney
  • Bezier Games
  • Clementoni
  • Funko
  • Grey Fox Games
  • Panda Game Manufacturing
  • Thames & Kosmos
  • Asmadi Games
  • INI
  • Epoch Everlasting Play
  • Imago Group
  • Ludo Fact
  • Learning Resources
  • Looney Labs
  • Melissa & Doug
  • MindWare

KEY QUESTIONS ANSWERED

1. How big is the global tabletop games market?
2. What is the growth rate of the global tabletop games market?
3. What are the key drivers of the global tabletop games market?
4. Who are the major players in the global tabletop games market?
5. Which region dominates the global tabletop games market?

Table of Contents

Chapter - 1: Global Tabletop Games Market Overview
  • Executive Summary
  • Key Findings
  • Key Developments
Chapter - 2: Global Tabletop Games Market Segmentation Data
Product Market Insights (2023-2029)
  • Board Games (Puzzles Games, Tabletop Board Games, Collectible Card Games, Card & Dice Games, Miniature Games, and Rpg Board Games)
  • Dexterity Games
  • Tile-based Games
  • Paper & Pencil Games
Theme Market Insights (2023-2029)
  • Educational Tabletop Games
  • Strategy & War Tabletop Games
  • Fantasy Tabletop Games
  • Sports Tabletop Games
  • Historical Tabletop Games
  • Other Tabletop Games
Distribution Channel Market Insights (2023-2029)
  • Offline (Specialty Stores, Mass Market Players, Other Offline Channels)
  • Online
User Group Market Insights (2023-2029)
  • Adults
  • Kids
  • Family & Party
Chapter - 3: Global Tabletop Games Market Prospects & Opportunities
  • Global Tabletop Games Market Drivers
  • Global Tabletop Games Market Trends
  • Global Tabletop Games Market Constraints
Chapter - 4: Global Tabletop Games Market Overview
  • Global Tabletop Games Market - Competitive Landscape
  • Global Tabletop Games Market - Key Players
  • Global Tabletop Games Market - Key Company Profiles
Chapter - 5: Appendix
  • Research Methodology
  • Abbreviations
  • About the Analyst
List of Exhibits
Exhibit 1: Global Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 2: Global Tabletop Games Market by Game Type 2020-2029 ($ Billion)
Exhibit 3: Market by Board Games 2020-2029 ($ Billion)
Exhibit 4: Global Tabletop Games Market by Board Games Sub-Types 2020-2029 ($ Billion)
Exhibit 5: Market by Puzzles 2020-2029 ($ Billion)
Exhibit 6: Market by Tabletop Board Games 2020-2029 ($ Billion)
Exhibit 7: Market by Collectible Card Games 2020-2029 ($ Billion)
Exhibit 8: Market by Card & Dice Games 2020-2029 ($ Billion)
Exhibit 9: Market by Miniature Games 2020-2029 ($ Billion)
Exhibit 10: Market by Rpg Board Games 2020-2029 ($ Billion)
Exhibit 11: Market by Dexterity Games 2020-2029 ($ Billion)
Exhibit 12: Market by Tile-based Games 2020-2029 ($ Billion)
Exhibit 13: Market by Paper & Pencil Games 2020-2029 ($ Billion)
Exhibit 14: Global Tabletop Games Market by Theme 2020-2029 ($ Billion)
Exhibit 15: Market by Educational Tabletop Games 2020-2029 ($ Billion)
Exhibit 16: Market by Strategy & War Tabletop Games 2020-2029 ($ Billion)
Exhibit 17: Market by Fantasy Tabletop Games 2020-2029 ($ Billion)
Exhibit 18: Market by Sports Tabletop Games 2020-2029 ($ Billion)
Exhibit 19: Market by Historical Tabletop Games 2020-2029 ($ Billion)
Exhibit 20: Market by Other Tabletop Games 2020-2029 ($ Billion)
Exhibit 21: Global Tabletop Games Market by Distribution Channel 2020-2029 ($ Billion)
Exhibit 22: Market by Offline 2020-2029 ($ Billion)
Exhibit 23: Global Tabletop Games Market by Offline Sub-Types 2020-2029 ($ Billion)
Exhibit 24: Market by Specialty Stores 2020-2029 ($ Billion)
Exhibit 25: Market by Mass Market Players 2020-2029 ($ Billion)
Exhibit 26: Market by Other Offline Channels 2020-2029 ($ Billion)
Exhibit 27: Market by Online 2020-2029 ($ Billion)
Exhibit 28: Global Tabletop Games Market by User Group 2020-2029 ($ Billion)
Exhibit 29: Market by Adults 2020-2029 ($ Billion)
Exhibit 30: Market by Kids 2020-2029 ($ Billion)
Exhibit 31: Market by Family & Party 2020-2029 ($ Billion)
Exhibit 32: Global Tabletop Games Market by Geography 2020-2029 ($ Billion)
Exhibit 33: North America Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 34: US Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 35: Canada Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 36: APAC Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 37: China Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 38: India Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 39: Japan Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 40: Indonesia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 41: South Korea Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 42: Australia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 43: Malaysia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 44: Europe Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 45: UK Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 46: France Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 47: Germany Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 48: Russia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 49: Italy Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 50: Sweden Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 51: Norway Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 52: Latin America Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 53: Brazil Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 54: Mexico Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 55: Argentina Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 56: Colombia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 57: Middle East & Africa Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 58: Turkey Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 59: Saudi Arabia Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 60: South Africa Tabletop Games Market 2020-2029 ($ Billion)
Exhibit 61: UAE Tabletop Games Market 2020-2029 ($ Billion)
List of Tables
Table 1: Global Tabletop Games Market 2020-2029 ($ Billion)
Table 2: Global Tabletop Games Market by Game Type Segment 2020-2029 ($ Billion)
Table 3: Global Tabletop Games Market by Board Games Sub Types 2020-2029 ($ Billion)
Table 4: Global Tabletop Games Market by Theme Segment 2020-2029 ($ Billion)
Table 5: Global Tabletop Games Market by Distribution Channel Segment 2020-2029 ($ Billion)
Table 6: Global Tabletop Games Market by Offline Sub Types 2020-2029 ($ Billion)
Table 7: Global Tabletop Games Market by User Group Segment 2020-2029 ($ Billion)
Table 8: Global Tabletop Games Market by Geography 2020-2029 ($ Billion)

Companies Mentioned

  • Asmodee
  • Hasbro
  • Mattel
  • Ravensburger
  • Buffalo Games
  • Goliath
  • Masters Traditional Games
  • Gibson
  • Rebellion
  • CMON
  • Simba Dickie Group
  • North Star Games
  • Spin Master
  • Games Workshop
  • Reggie
  • IELLO
  • HABA Familygroup
  • Indie Boards and Cards
  • PlayMonster
  • Schmidt Spiele
  • Usaopoly
  • University Games
  • Czech Games Edition
  • Disney
  • Bezier Games
  • Clementoni
  • Funko
  • Grey Fox Games
  • Panda Game Manufacturing
  • Thames & Kosmos
  • Asmadi Games
  • INI
  • Epoch Everlasting Play
  • Imago Group
  • Ludo Fact
  • Learning Resources
  • Looney Labs
  • Melissa & Doug
  • MindWare

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.



 

Loading
LOADING...

Table Information