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This research report on the global board games market covers sizing and forecast, share, industry trends, growth drivers, and vendor analysis. The study includes insights on segmentation Games Type (puzzles, tabletop board, card & dice, collectible card, miniature, and RPG), theme type (strategy & war, educational, fantasy, sports, and other games), distribution Type (online and retail) and geography (North America, Europe, MEA, APAC, and Latin America).
One of the key drivers for the global board games market has been an urge to connect over the analog experience. Board games are considered as one of the best ways to leave aside electronic gadgets and devices, which are otherwise keeping modern-day families busy, and get them together to play. Hence, more people prefer to shun digital activities and opt for a better and meaningful experience. In APAC, this culture of connecting and bonding with families and friends is growing in recent years. Therefore, the need to engage with family and near and dear ones is expected to drive the market demand.
The rising popularity of board game conventions is boosting the global market. These conventions are the new area for vendors catering to the global market. There are several conventions organized across the world with a wide range of participation (from both active players and publishers). These conventions also aim to bridge the gap between generations as they attract grandparents and grandchildren alike to explore games. This clearly depicts the popularity and accessibility among the audience.
Another factor driving the global market is the rise in the number of board game cafes across the world. These cafes have suddenly started to flourish. In these cafes, people tend to go, play, and engage with other players in a society. With a rise in these café cultures, people are witnessing many cafes and shops offering snacks and drinks in various gaming events. With the advent of such cafes, people tend to find their board game solace quite comprehensively. The board games market is expected to grow at a CAGR of over 10% during the period 2018−2024.
Board Games Market: Segmentation
The research report includes detailed market segmentation by product, theme, distribution, and geography.
Insights by Product Type
While puzzles segment dominate the board games market globally, collectible cards are more prevalent in North America than Europe and APAC. Card and dice segment are expected to increase their market share during the forecast period. Jigsaw, 3D puzzles, slider puzzles, Rubik’s cubes, and other brain teasers are major examples of puzzles. The market is highly unorganized. With the growing popularity of puzzles across the globe, this segment is expected to maintain steady growth during the forecast period.
The market has been witnessing a spurt in demand for several tabletop board games. While pre-schools kids are more interested in chance-based tabletop games, strategy-based ones are seeing higher demand among grade-schoolers, teenagers, and adults. The need to increase problem-solving attitude and critical thinking ability among players is the major driver for the development of strategic ones.
In 2018, collectible card segment were the most popular in North America and accounted for a share of more than 35%. The collectible cards ones are growing at a steady rate despite their decreasing popularity. The availability of digital versions of classic collectible cards such as Pokémon is encouraging players to play online.
Insights by Theme Types
Education-based games have seen a considerable rise in the regions such as APAC, Europe, and North America. Further, vendors are increasingly focusing on developing board games that have the learning quotient.
The popularity of strategy & war games among players is a major factor for the high share of the market. The relevance of indulging is extremely high in strategy & war theme, and in countries such as South Korea, Germany, Japan, and China, they are highly appreciated. Their demand is growing as they help to hone tactical decision-making abilities.
Insights by Distribution Type
Board games are sold online as well as retail distribution channels such as specialty stores, supermarkets and hypermarkets, mass-market players. They are also available to end-users through online OEMs’ e-commerce portals and online direct-to-consumer stores such as Amazon, eBay, Best Buy, Alibaba, and JD.com. The availability of variety and instant price comparison is the major reason for the rapid spurt in online sales. The sale through retail stores has always remained high. However, the trend of online sales has been increasing. In 2018, the retail segment accounted for the highest revenue in the global market. However, the retail segment is likely to face healthy competition from the online segment in the future years due to the growing internet penetration worldwide.
Insights by Geography
North America dominated the market in 2018, particularly, the US is expected to emerge as dominant market in the region. Also, the American TV series such as Game of Thrones and Big Bang Theory are increasing the demand for board games in the region. APAC was the second-largest in 2018. The demand for low-cost products characterizes the market in APAC. China and Japan are the largest markets in APAC. India is witnessing rapid adoption among end-users; however, the adoption rate is slow. Board games are gaining popularity in several European countries, with Germany, the UK, and France leading the growth in the region. The demand in Latin America is mainly from Brazil, where RPG ones are highly popular. Cultural and religious practices are prevalent in the Middle East region. The region is witnessing continuous growth in the gaming industry. The increasing disposable income and the growing urbanization are the main factors expected to drive growth in Africa during the forecast period.
Key Countries Profiled
- Saudi Arabia
- South Africa
- South Korea
Key Vendors Analysis
The market is slowly becoming a fragmented one, with Hasbro and Mattel enjoying a more substantial chunk of the overall share with several independent vendors barging in. The competition has intensified with several independent vendors emerging in recent years. North America, APAC, and Europe are the key markets for vendors. However, the Latin America and MEA are expected to witness considerable growth in the coming years. Since the creation of board games does not require any molding or tooling, the overall production cost remains low, making the entry barrier low. Hence, the low-entry barrier is a key factor driving the rise of independent vendors, thereby affecting the market dynamics. Small vendors tend to offer products at low prices, pushing established vendors to slash their retail prices.
- Asmodée Éditions (Group)
Other Prominent Vendors - Asmadi Games, Bezier Games, BoardGameDesign.com, Buffalo Games, Clementoni, CMON, Disney, Fremont Die Consumer Products, Funko, Games Workshop, Gibsons Games, Goliath, Grey Fox Games, IELLO, Indie Boards and Cards, INI, International Playthings, Kamings Trade, Learning Resources, Legendary Games, Loony Labs, Ludo Fact, Melissa & Doug, Mindware.com, North Star Games, Orchard Toys, Panda GM, Pegasus Spiele, Piatnik, RoosterFin, Reaper Miniatures, Rio Grande Games, Schmidt Spiele, Spin Master, Spontaneous Games, Surprised Stare Games, SunsOut, Talicor, The Regency Chess Company, TREND Enterprises, Ultra PRO International, University Games, USAopoly, Winning Moves Games, WizKids, and Zobmondo.
Key Market Insights
The report provides the following insights into the market for the forecast period 2019–2024.
- Offers sizing and growth prospects of the market for the forecast period 2019–2024.
- Provides comprehensive insights on the latest industry trends, forecast, and growth drivers in the market.
- Includes a detailed analysis of growth drivers, challenges, and investment opportunities.
- Delivers a complete overview of segments and the regional outlook of the market.
- Offers an exhaustive summary of the vendor landscape, competitive analysis, and key strategies to gain competitive advantage.
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