THE GLOBAL BOARD GAMES MARKET SIZE IS PROJECTED TO REACH USD 39.99 BILLION BY 2028 FROM USD 18.93 BILLION IN 2022, GROWING AT A CAGR OF 13.27% DURING THE FORECAST PERIOD.

The Board Games Market Size, Share, & Trends Analysis Report By

  • Product: Puzzles, Tabletop Board Games, Collectible Card Games, Card & Dice Games, Miniature Games, and RPG Board Games
  • Theme: Educational Board Games, Strategy & War Board Games, Fantasy Board Games, Sports Board Games, and Others Board Games
  • Distribution Channel: Offline (Specialty Stores, Mass Market Players, and Other Stores) and Online
  • Geography: North America, Europe, APAC, Latin America, and Middle East & Africa

Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2023–2028

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Most Exhaustive Report

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285 Pages

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45 Tables

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99 Charts

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5 Regions

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34 Countries

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48 Companies

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4 Market Segment

BOARD GAMES MARKET REPORT SCOPE

Report Attribute Details
MARKET SIZE (2028) USD 39.99 Billion
MARKET SIZE (2022) USD 18.93 Billion
CAGR (2022-2028) 13.27%
Base Year 2022
Forecast Year 2023-2028
Market Segments Product, Theme, Distribution Channel, and Geography
Geographic Analysis North America, Europe, APAC, Latin America, and Middle East & Africa
KEY PLAYERS Asmodee Group, Hasbro, Mattel, and Ravensburger

The global board games market was valued at USD 18.93 billion in 2022 and is expected to reach USD 39.99 billion by 2028, growing at a CAGR of 13.27% during the forecast period. The market for board games has been strong despite intense competition from digital sources of entertainment. In recent years, the board games market has penetrated regions and countries that have remained untapped for several years. Several reasons for the significant growth witnessed in the global market include the emergence of board game conventions, gaming cafes, nerd culture, and millennial spending for nostalgia, among others.

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.

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.

The strategy & war board games theme segment accounted for around 26% global board games market share in 2022. People like to play strategy & war-based board games as they are engaging and require tactical and logical skills. These games are extremely popular in countries such as South Korea, Germany, Japan, and China, among others.

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.

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.

The board games market in APAC was valued at USD 5.38 billion in 2022. The end-users in APAC are highly price-sensitive and restrain themselves from buying high-priced premium items. Thus, the penetration of high-priced board games remains quite low as end-users depend on local low-cost brands. However, APAC could be considered a large potential industry for board games during the forecast period. The annual saving ratio in APAC countries is higher than in the US and European countries. The average annual saving ratio of China is about 50%, while for India and South Korea, it is over 30%. Thus, these figures make APAC one of the largest potential board games market during the forecast period.

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.

The US, China, Germany, India, Japan, the UK, Brazil, and France are some of the key countries with huge demand for board games. Vendors catering to the board games market need to devise strategies for product launches, customer-centric marketing, and strategic geographical expansion during the forecast period. In the coming years, industry vendors can expect intense competition across regions. With upswings and downswings in the global economy, vendors might have to consider cost-cutting options or create a sense of nostalgia for pushing their products significantly across tough markets.

Also, the expansion of competition across regions further leads to shorter life cycles of products in the market. The emergence of more vendors has led to the frequent introduction of new products. This further results in users not devoting considerable time to a particular game and moving on to another one only because there are lots to pick and play. Consumer interests are changing rapidly, making it difficult to create storytelling experiences and design and develop products that would be popular among children and adults.

Frequently Asked Questions

How big is the board games market?

The global board games market was valued at USD 18.93 billion in 2022 and is expected to reach USD 39.99 billion by 2028.

What is the growth rate of the board games market?

The board games market share is expected to grow at a CAGR of 13.27% from 2022 to 2028.

Who are the key players in the global board games market?

Key players in the global board games market include Asmodee Group, Hasbro, Mattel, and Ravensburger.

What are the key driving factors in the board games market?

Strategic product innovations, capitalizing on board game conventions, increasing focus on leisure activities, and adopting a digital-first approach are significant factors driving the board games industry.

Which region dominates the global board games market?

North America was the largest segment of the global Board Games market, accounting for an industry share of 28.88%.

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The global board games market is expected to grow at a CAGR of 13.27% from 2022 to 2028.

The following factors are likely to contribute to the growth of the board games market during the forecast period:

  • Rising Demand for Analog Experience
  • Rising Number of Board Game Cafes
  • Crowdfunding Boosters for Market
  • Incorporation of Learning Quotient

Base Year: 2022

Forecast Year: 2023-2028

The report considers the present scenario of the board games market and its market dynamics for 2023−2028. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. It also profiles and analyzes leading companies and several other prominent companies operating in the market.

Key Company Profiles

  • Asmodee Group
    • Business Overview
    • Product Offerings
    • Key Strengths
    • Key Strategies
    • Key Opportunities
  • Hasbro
  • Mattel
  • Ravensburger

Other Prominent Vendors

  • Asmadi Games
    • Overview
  • 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

Segmentation by Product

  • Puzzles
  • Tabletop Board Games
  • Collectible Card Games
  • Card & Dice Games
  • Miniature Games
  • RPG Board Games

Segmentation by Theme

  • Educational Board Games
  • Strategy & War Board Games
  • Fantasy Board Games
  • Sports Board Games
  • Others Board Games

Segmentation by Distribution Channel 

  • Offline
    • Specialty Stores
    • Mass Market Players
    • Other Stores
  • Online

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

1 RESEARCH METHODOLOGY

2 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

EXHIBIT 1 SEGMENTATION OF GLOBAL BOARD GAMES MARKET

EXHIBIT 2 MARKET SIZE CALCULATION APPROACH 2022

EXHIBIT 3 DEMAND DRIVERS FOR BOARD GAMES

EXHIBIT 4 VALUE CHAIN OF GLOBAL BOARD GAMES MARKET

EXHIBIT 5 RISK FACTORS FOR GLOBAL BOARD GAMES MARKET

EXHIBIT 6 BOARD GAME LIFECYCLE

EXHIBIT 7 DISTRIBUTION MODEL OF BOARD GAMES

EXHIBIT 8 IMPACT OF RISE IN ADOPTION OF DIGITAL-FIRST APPROACH

EXHIBIT 9 GLOBAL RETAIL ECOMMERCE SALES WORLDWIDE 2015–2024 ($ BILLION)

EXHIBIT 10 IMPACT OF STRATEGIC PRODUCT LAUNCHES

EXHIBIT 11 IMPACT OF CAPITALIZING ON BOARD GAME CONVENTIONS

EXHIBIT 12 BENEFITS OF BOARD GAME CONVENTIONS FOR VENDORS

EXHIBIT 13 IMPACT OF RISE IN CONSUMER FOCUS ON LEISURE ACTIVITIES

EXHIBIT 14 IMPACT OF HIGH PREFERENCE FOR ANALOG EXPERIENCE

EXHIBIT 15 IMPACT OF RISING NUMBER OF BOARD GAME CAFÉS

EXHIBIT 16 IMPACT OF SURGE IN CROWDFUNDING INITIATIVES

EXHIBIT 17 IMPACT OF INCORPORATION OF LEARNING QUOTIENT IN BOARD GAMES

EXHIBIT 18 IMPACT OF MARKET DISTURBANCE DUE TO TARIFFS & TRADE SLUMPS

EXHIBIT 19 IMPACT OF HIGH PRESENCE OF ALTERNATIVE OPTIONS

EXHIBIT 20 IMPACT OF SUPPLY CHAIN INEQUALITIES

EXHIBIT 21 IMPACT OF LACK OF PRODUCT AWARENESS

EXHIBIT 22 RURAL POPULATION (% OF TOTAL POPULATION) 2021

EXHIBIT 23 KEY GROWTH DRIVERS FOR GLOBAL BOARD GAMES MARKET

EXHIBIT 24 COMPETITIVE FACTORS CONSIDERED BY VENDORS

EXHIBIT 25 SOCIAL MEDIA INSIGHTS 2022

EXHIBIT 26 GLOBAL BOARD GAMES MARKET 2022–2028 ($ BILLION)

EXHIBIT 27 FIVE FORCES ANALYSIS 2022

EXHIBIT 28 INCREMENTAL GROWTH BY PRODUCT 2022 & 2028

EXHIBIT 29 GLOBAL BOARD GAMES MARKET BY PRODUCT TYPE

EXHIBIT 30 MARKET SHARE ANALYSIS BY PRODUCT 2022

EXHIBIT 31 REASONS FOR POPULARITY OF PUZZLES

EXHIBIT 32 GLOBAL PUZZLE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 33 GLOBAL TABLETOP BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 34 GLOBAL COLLECTIBLE CARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 35 GLOBAL CARD & DICE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 36 GLOBAL MINIATURE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 37 GLOBAL RPG BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 38 INCREMENTAL GROWTH BY THEME 2022 & 2028

EXHIBIT 39 CAGR COMPARISON OF BOARD GAMES BASED ON THEME 2022–2028 (%)

EXHIBIT 40 GLOBAL EDUCATIONAL BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 41 GLOBAL STRATEGY & WAR BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 42 POPULAR FANTASY BOARD GAMES

EXHIBIT 43 GLOBAL FANTASY BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 44 GLOBAL SPORTS BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 45 GLOBAL OTHER BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 46 GLOBAL BOARD GAMES MARKET BY DISTRIBUTION CHANNEL

EXHIBIT 47 OFFLINE DISTRIBUTION MODEL FOR GLOBAL BOARD GAMES MARKET

EXHIBIT 48 GLOBAL OFFLINE BOARD GAMES MARKET 2022-2028 ($ MILLION)

EXHIBIT 49 GLOBAL ONLINE BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 50 INCREMENTAL GROWTH BY GEOGRAPHY 2022 & 2028

EXHIBIT 51 MARKET SHARE ANALYSIS BY REGION 2022

EXHIBIT 52 CAGR COMPARISON BY REGIONS 2022–2028 (%)

EXHIBIT 53 NORTH AMERICA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 54 INCREMENTAL GROWTH IN NORTH AMERICA 2022 & 2028

EXHIBIT 55 US BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 56 CANADA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 57 COUNTRYWIDE MARKET SHARE & REVENUE ANALYSIS IN APAC 2022

EXHIBIT 58 APAC BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 59 INCREMENTAL GROWTH IN APAC 2022 & 2028

EXHIBIT 60 CHINA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 61 INDIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 62 POPULAR BOARD GAME CAFÉS IN INDIA 2022

EXHIBIT 63 JAPAN BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 64 INDONESIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 65 SOUTH KOREA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 66 AUSTRALIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 67 MALAYSIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 68 SINGAPORE BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 69 THAILAND BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 70 NEW ZEALAND BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 71 VIETNAM BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 72 EUROPE BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 73 INCREMENTAL GROWTH IN EUROPE 2022 & 2028

EXHIBIT 74 UK BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 75 POPULAR BOARD GAME CAFÉS IN UK

EXHIBIT 76 FRANCE BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 77 GERMANY BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 78 RUSSIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 79 ITALY BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 80 SWEDEN BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 81 NORWAY BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 82 SPAIN BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 83 DENMARK BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 84 SWITZERLAND BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 85 ICELAND BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 86 LATIN AMERICA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 87 INCREMENTAL GROWTH IN LATIN AMERICA 2022 & 2028

EXHIBIT 88 BRAZIL BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 89 MEXICO BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 90 ARGENTINA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 91 COLOMBIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 92 BOARD GAMES MARKET IN REST OF LATIN AMERICA 2022–2028 ($ MILLION)

EXHIBIT 93 MIDDLE EAST & AFRICA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 94 INCREMENTAL GROWTH IN MIDDLE EAST & AFRICA 2022 & 2028

EXHIBIT 95 SAUDI ARABIA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 96 SOUTH AFRICA BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 97 UAE BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 98 EGYPT BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 99 TURKEY BOARD GAMES MARKET 2022–2028 ($ MILLION)

 

LIST OF TABLES

TABLE 1 KEY CAVEATS

TABLE 2 CURRENCY CONVERSION 2015−2022

TABLE 3 GLOBAL BOARD GAME CONVENTIONS & EVENTS 2022

TABLE 4 GLOBAL BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 5 GLOBAL BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 6 GLOBAL PUZZLE GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 7 GLOBAL TABLETOP BOARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 8 GLOBAL COLLECTIBLE CARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 9 GLOBAL CARD & DICE GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 10 GLOBAL MINIATURE GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 11 GLOBAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 12 GLOBAL EDUCATIONAL BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 13 GLOBAL STRATEGY & WAR BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 14 GLOBAL FANTASY BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 15 GLOBAL SPORTS BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 16 GLOBAL OTHER BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 17 GLOBAL OFFLINE BOARD GAMES MARKET BY SUB-SEGMENTS 2022–2028 ($ MILLION)

TABLE 18 NORTH AMERICA BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 19 NORTH AMERICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 20 APAC BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 21 APAC BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 22 EUROPE BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 23 EUROPE BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 24 LATIN AMERICA BOARD GAMES MARKET IN BY PRODUCT 2022–2028 ($ MILLION)

TABLE 25 LATIN AMERICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 26 MIDDLE EAST & AFRICA BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 27 MIDDLE EAST & AFRICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 28 ASMODEE GROUP: PRODUCT OFFERINGS

TABLE 29 HASBRO: PRODUCT OFFERINGS

TABLE 30 MATTEL: PRODUCT OFFERINGS

TABLE 31 RAVENSBURGER: PRODUCT OFFERINGS

TABLE 32 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 ($ MILLION)

TABLE 33 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2022–2028 (%)

TABLE 34 GLOBAL BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 35 GLOBAL BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 36 NORTH AMERICA BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 37 NORTH AMERICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 38 APAC BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 39 APAC BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 40 EUROPE BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 41 EUROPE BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 42 LATIN AMERICA BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 43 LATIN AMERICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

TABLE 44 MIDDLE EAST & AFRICA BOARD GAMES MARKET BY PRODUCT 2022–2028 ($ MILLION)

TABLE 45 MIDDLE EAST & AFRICA BOARD GAMES MARKET BY THEME 2022–2028 ($ MILLION)

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