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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
This report includes market data points, ranging from trend
analyses to market estimates & forecasts that you can customize
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?
What is the growth rate of the board games market?
Who are the key players in the global board games market?
What are the key driving factors in the board games market?
Which region dominates the global board games market?
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
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)
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
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