
Global Board Games Market Size, Share & Trends Analysis Report, Forecast Period, 2023-2030
Report ID: MS-1758 | Consumer Goods | Last updated: Sep, 2024 | Formats*:

Board Games Report Highlights
Report Metrics | Details |
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Forecast period | 2019-2030 |
Base Year Of Estimation | 2023 |
Growth Rate | CAGR of 41.27% |
By Product Type | Traditional Board Games, Strategy Board Games, Card Games |
Key Market Players |
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By Region |
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Board Games Market Trends
In recent years, the board games market has witnessed a remarkable growth in popularity due to people wanting more social and offline entertainment options. For instance, strategy and cooperative games have become highly demanded in this market because they are interesting and interactive with their players. Furthermore, customers’ tastes lean towards specific themes like fantasy or history, which explains why there is an increase in niche and thematic game purchasing. The expansion of board game communities and crowdfunding platforms that assist in bringing forth novel ideas into the marketplace have supported this trend. Furthermore, digital elements have been fused with traditional board games as part of another emerging trend. Here, augmented reality (AR) features or companion apps serve to pump up gameplay or provide additional content. The emergence of educational and family-orientated board games that promote learning and bonding is also notable in this market. Even amidst challenges from digital entertainment rivalry or changing consumer tastes, the board games industry remains resilient owing to high demands for quality, interactive, and social experiences.Board Games Market Leading Players
The key players profiled in the report are Asmodee (France), Buffalo Games LLC (U.S.), CMON Games (Singapore), Gibson Games (U.K.), Goliath Games (Netherlands), Hasbro Inc. (U.S.), Masters Traditional Games (U.K.), Mattel Inc. (U.S.), Ravensburger AG (Germany), Rebellion Developments Ltd. (U.K.)Growth Accelerators
Ample factors that make people buy board games include the increasing number of friends and family-orientated things. In this case, board games usually serve as a channel through which we relate with our buddies and relatives, making them very popular during parties and leisure activities. This comes out as a response to the rise in offline entertainment and the need to go for screen-free modes of entertainment, especially after more common use of digital devices. Furthermore, the market gains from continuous game theme and mechanic innovations and diversifications. The new ones always have appealing designs, unlike anything before in terms of play mechanics and tie-ups with popular franchises, so they attract both committed fans and occasional players too. The rise of online platforms and gaming communities continues to boost the market by giving chances to discover or buy board games.Board Games Market Segmentation analysis
The Global Board Games is segmented by Type, Application, and Region. By Type, the market is divided into Distributed Traditional Board Games, Strategy Board Games, Card Games . The Application segment categorizes the market based on its usage such as Online Retailers, Offline Retailers, Gaming Cafés. Geographically, the market is assessed across key Regions like North America(United States.Canada.Mexico), South America(Brazil.Argentina.Chile.Rest of South America), Europe(Germany.France.Italy.United Kingdom.Benelux.Nordics.Rest of Europe), Asia Pacific(China.Japan.India.South Korea.Australia.Southeast Asia.Rest of Asia-Pacific), MEA(Middle East.Africa) and others, each presenting distinct growth opportunities and challenges influenced by the regions.Competitive Landscape
It has been a long period of time, and so as competition has come to the board game market, there is a diverse range of companies, from big-time established publishers to small and creative independent designers. Major players are well-known brands like Hasbro, Mattel, and Ravensburger, which dominate the market with popular and classic titles. Their brand names are strong, there is extensive distribution throughout the world, and they have considerable budgets for marketing aimed at keeping these companies in the market. There are also niche and boutique game designers who introduce unique creations on the market by using crowdfunding platforms or selling their products directly to consumers instead of going through retailers. Factors like creativity in designing games, the presence of different themes in games, and the involvement of players drive competition in the board games market. The increase in tabletop game communities and conventions has also boosted demand for new interesting gaming experiences.Challenges In Board Games Market
Since they prefer using electronic forms of entertainment like videos instead of the traditional ways people played board games, it has been difficult for producers who want to attract young customers while producing something different from competitors. In this context, such as this one, how do you expect us to sustain sales and growth given that we have always known the convenience digital replacement had on sales experience? Another challenge is the rising cost of production and distribution. The fluctuating prices of raw materials such as good-quality gaming components and packing materials can alter margins. Furthermore, worldwide supply chain disturbances can lead to availability and pricing issues in relation to board games. Nevertheless, this market is still experiencing growth influenced by a renewed interest in socialising outside as well as innovative thematic game designs that cater to broad audiences.Risks & Prospects in Board Games Market
The emergence of a renewed interest in traditional, offline entertainment and the rising popularity of social and family activities are the driving forces behind the significant opportunities in the board games market. Digital games often fail to provide unique interactions and engagement found in board games, resulting in high demand for a variety of games, including strategy, trivia, cooperative, or thematic ones. Game cafes, hobby shops, as well as crowdfunding’s capability of bringing innovative game ideas to life, help bolster this trend. Furthermore, it is an expanding market that includes demographics from young children to grownups, while there is an increasing inclination towards game nights and social gatherings. Some opportunities may also lie in creating themed and licensed products that tap into popular culture aficionados’ passions. This suggests that despite facing stiff competition from digital or mobile platforms, board games continue to remain attractive among consumers who need real-life offline entertainment, thus representing a promising area for the introduction of new creative concepts in the gaming sector.Key Target Audience
In Board Games Market, the main target spectators are families and homes looking for interactive entertaining activities that can be enjoyed together. Families often turn to board games as a way of passing quality time, participating in strategic thinking, and also developing social contacts among their members regardless of ages. This group is interested in games that are suitable for people of all ages and which have some educational value or contribute to development., Another important audience in this area comprises those who love playing boardgames; they look for new releases, expansions, and limited editions all the time. It consists of hobbyists who enjoy playing complicated strategy games, role-playing ones as well as thematically based ones that bear rich narratives. Casual gamers are part of the target market besides social groups who play these types of games just during gatherings, parties, or other kinds of social events. Such diverse audiences create demand for various genres and types of board games.Merger and acquisition
The board games market is a reflection of the developments and trends in the industry, with recent mergers and acquisitions being a part of this trend as companies tend to expand their portfolios and market reach. The notable deals entail big game publishers buying smaller studios so as to enrich their catalogue. An example is Hasbro’s acquisition of Entertainment One in 2019, which included rights to the famous board games and franchises, boosting its game portfolio as well as opportunities for cross-promotion. Further, firms like Asmodee have been acquiring smaller game publishers and distributors to expand their reach globally and expand their game catalogues. Such strategic moves seek to consolidate market share, optimise synergies, and speed up growth in an extremely competitive sector of board games. This trend shows that within the fast-changing board game industry, there is increasing importance placed on intellectual property and strategic positioning.- 1.1 Report description
- 1.2 Key market segments
- 1.3 Key benefits to the stakeholders
2: Executive Summary
- 2.1 Board Games- Snapshot
- 2.2 Board Games- Segment Snapshot
- 2.3 Board Games- Competitive Landscape Snapshot
3: Market Overview
- 3.1 Market definition and scope
- 3.2 Key findings
- 3.2.1 Top impacting factors
- 3.2.2 Top investment pockets
- 3.3 Porter’s five forces analysis
- 3.3.1 Low bargaining power of suppliers
- 3.3.2 Low threat of new entrants
- 3.3.3 Low threat of substitutes
- 3.3.4 Low intensity of rivalry
- 3.3.5 Low bargaining power of buyers
- 3.4 Market dynamics
- 3.4.1 Drivers
- 3.4.2 Restraints
- 3.4.3 Opportunities
4: Board Games Market by Type
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Traditional Board Games
- 4.2.1 Key market trends, factors driving growth, and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market share analysis by country
- 4.3 Strategy Board Games
- 4.3.1 Key market trends, factors driving growth, and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market share analysis by country
- 4.4 Card Games
- 4.4.1 Key market trends, factors driving growth, and opportunities
- 4.4.2 Market size and forecast, by region
- 4.4.3 Market share analysis by country
5: Board Games Market by Application / by End Use
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 Online Retailers
- 5.2.1 Key market trends, factors driving growth, and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market share analysis by country
- 5.3 Offline Retailers
- 5.3.1 Key market trends, factors driving growth, and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market share analysis by country
- 5.4 Gaming Cafés
- 5.4.1 Key market trends, factors driving growth, and opportunities
- 5.4.2 Market size and forecast, by region
- 5.4.3 Market share analysis by country
6: Board Games Market by Age Group
- 6.1 Overview
- 6.1.1 Market size and forecast
- 6.2 Children (3-12 years)
- 6.2.1 Key market trends, factors driving growth, and opportunities
- 6.2.2 Market size and forecast, by region
- 6.2.3 Market share analysis by country
- 6.3 Teens (13-18 years)
- 6.3.1 Key market trends, factors driving growth, and opportunities
- 6.3.2 Market size and forecast, by region
- 6.3.3 Market share analysis by country
- 6.4 Adults (18+ years)
- 6.4.1 Key market trends, factors driving growth, and opportunities
- 6.4.2 Market size and forecast, by region
- 6.4.3 Market share analysis by country
7: Board Games Market by Player Count
- 7.1 Overview
- 7.1.1 Market size and forecast
- 7.2 Solo Games
- 7.2.1 Key market trends, factors driving growth, and opportunities
- 7.2.2 Market size and forecast, by region
- 7.2.3 Market share analysis by country
- 7.3 2-4 Players
- 7.3.1 Key market trends, factors driving growth, and opportunities
- 7.3.2 Market size and forecast, by region
- 7.3.3 Market share analysis by country
- 7.4 5-10 Players
- 7.4.1 Key market trends, factors driving growth, and opportunities
- 7.4.2 Market size and forecast, by region
- 7.4.3 Market share analysis by country
- 7.5 10+ Players
- 7.5.1 Key market trends, factors driving growth, and opportunities
- 7.5.2 Market size and forecast, by region
- 7.5.3 Market share analysis by country
8: Board Games Market by Region
- 8.1 Overview
- 8.1.1 Market size and forecast By Region
- 8.2 North America
- 8.2.1 Key trends and opportunities
- 8.2.2 Market size and forecast, by Type
- 8.2.3 Market size and forecast, by Application
- 8.2.4 Market size and forecast, by country
- 8.2.4.1 United States
- 8.2.4.1.1 Key market trends, factors driving growth, and opportunities
- 8.2.4.1.2 Market size and forecast, by Type
- 8.2.4.1.3 Market size and forecast, by Application
- 8.2.4.2 Canada
- 8.2.4.2.1 Key market trends, factors driving growth, and opportunities
- 8.2.4.2.2 Market size and forecast, by Type
- 8.2.4.2.3 Market size and forecast, by Application
- 8.2.4.3 Mexico
- 8.2.4.3.1 Key market trends, factors driving growth, and opportunities
- 8.2.4.3.2 Market size and forecast, by Type
- 8.2.4.3.3 Market size and forecast, by Application
- 8.2.4.1 United States
- 8.3 South America
- 8.3.1 Key trends and opportunities
- 8.3.2 Market size and forecast, by Type
- 8.3.3 Market size and forecast, by Application
- 8.3.4 Market size and forecast, by country
- 8.3.4.1 Brazil
- 8.3.4.1.1 Key market trends, factors driving growth, and opportunities
- 8.3.4.1.2 Market size and forecast, by Type
- 8.3.4.1.3 Market size and forecast, by Application
- 8.3.4.2 Argentina
- 8.3.4.2.1 Key market trends, factors driving growth, and opportunities
- 8.3.4.2.2 Market size and forecast, by Type
- 8.3.4.2.3 Market size and forecast, by Application
- 8.3.4.3 Chile
- 8.3.4.3.1 Key market trends, factors driving growth, and opportunities
- 8.3.4.3.2 Market size and forecast, by Type
- 8.3.4.3.3 Market size and forecast, by Application
- 8.3.4.4 Rest of South America
- 8.3.4.4.1 Key market trends, factors driving growth, and opportunities
- 8.3.4.4.2 Market size and forecast, by Type
- 8.3.4.4.3 Market size and forecast, by Application
- 8.3.4.1 Brazil
- 8.4 Europe
- 8.4.1 Key trends and opportunities
- 8.4.2 Market size and forecast, by Type
- 8.4.3 Market size and forecast, by Application
- 8.4.4 Market size and forecast, by country
- 8.4.4.1 Germany
- 8.4.4.1.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.1.2 Market size and forecast, by Type
- 8.4.4.1.3 Market size and forecast, by Application
- 8.4.4.2 France
- 8.4.4.2.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.2.2 Market size and forecast, by Type
- 8.4.4.2.3 Market size and forecast, by Application
- 8.4.4.3 Italy
- 8.4.4.3.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.3.2 Market size and forecast, by Type
- 8.4.4.3.3 Market size and forecast, by Application
- 8.4.4.4 United Kingdom
- 8.4.4.4.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.4.2 Market size and forecast, by Type
- 8.4.4.4.3 Market size and forecast, by Application
- 8.4.4.5 Benelux
- 8.4.4.5.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.5.2 Market size and forecast, by Type
- 8.4.4.5.3 Market size and forecast, by Application
- 8.4.4.6 Nordics
- 8.4.4.6.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.6.2 Market size and forecast, by Type
- 8.4.4.6.3 Market size and forecast, by Application
- 8.4.4.7 Rest of Europe
- 8.4.4.7.1 Key market trends, factors driving growth, and opportunities
- 8.4.4.7.2 Market size and forecast, by Type
- 8.4.4.7.3 Market size and forecast, by Application
- 8.4.4.1 Germany
- 8.5 Asia Pacific
- 8.5.1 Key trends and opportunities
- 8.5.2 Market size and forecast, by Type
- 8.5.3 Market size and forecast, by Application
- 8.5.4 Market size and forecast, by country
- 8.5.4.1 China
- 8.5.4.1.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.1.2 Market size and forecast, by Type
- 8.5.4.1.3 Market size and forecast, by Application
- 8.5.4.2 Japan
- 8.5.4.2.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.2.2 Market size and forecast, by Type
- 8.5.4.2.3 Market size and forecast, by Application
- 8.5.4.3 India
- 8.5.4.3.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.3.2 Market size and forecast, by Type
- 8.5.4.3.3 Market size and forecast, by Application
- 8.5.4.4 South Korea
- 8.5.4.4.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.4.2 Market size and forecast, by Type
- 8.5.4.4.3 Market size and forecast, by Application
- 8.5.4.5 Australia
- 8.5.4.5.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.5.2 Market size and forecast, by Type
- 8.5.4.5.3 Market size and forecast, by Application
- 8.5.4.6 Southeast Asia
- 8.5.4.6.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.6.2 Market size and forecast, by Type
- 8.5.4.6.3 Market size and forecast, by Application
- 8.5.4.7 Rest of Asia-Pacific
- 8.5.4.7.1 Key market trends, factors driving growth, and opportunities
- 8.5.4.7.2 Market size and forecast, by Type
- 8.5.4.7.3 Market size and forecast, by Application
- 8.5.4.1 China
- 8.6 MEA
- 8.6.1 Key trends and opportunities
- 8.6.2 Market size and forecast, by Type
- 8.6.3 Market size and forecast, by Application
- 8.6.4 Market size and forecast, by country
- 8.6.4.1 Middle East
- 8.6.4.1.1 Key market trends, factors driving growth, and opportunities
- 8.6.4.1.2 Market size and forecast, by Type
- 8.6.4.1.3 Market size and forecast, by Application
- 8.6.4.2 Africa
- 8.6.4.2.1 Key market trends, factors driving growth, and opportunities
- 8.6.4.2.2 Market size and forecast, by Type
- 8.6.4.2.3 Market size and forecast, by Application
- 8.6.4.1 Middle East
- 9.1 Overview
- 9.2 Key Winning Strategies
- 9.3 Top 10 Players: Product Mapping
- 9.4 Competitive Analysis Dashboard
- 9.5 Market Competition Heatmap
- 9.6 Leading Player Positions, 2022
10: Company Profiles
- 10.1 Asmodee (France)
- 10.1.1 Company Overview
- 10.1.2 Key Executives
- 10.1.3 Company snapshot
- 10.1.4 Active Business Divisions
- 10.1.5 Product portfolio
- 10.1.6 Business performance
- 10.1.7 Major Strategic Initiatives and Developments
- 10.2 Buffalo Games LLC (U.S.)
- 10.2.1 Company Overview
- 10.2.2 Key Executives
- 10.2.3 Company snapshot
- 10.2.4 Active Business Divisions
- 10.2.5 Product portfolio
- 10.2.6 Business performance
- 10.2.7 Major Strategic Initiatives and Developments
- 10.3 CMON Games (Singapore)
- 10.3.1 Company Overview
- 10.3.2 Key Executives
- 10.3.3 Company snapshot
- 10.3.4 Active Business Divisions
- 10.3.5 Product portfolio
- 10.3.6 Business performance
- 10.3.7 Major Strategic Initiatives and Developments
- 10.4 Gibson Games (U.K.)
- 10.4.1 Company Overview
- 10.4.2 Key Executives
- 10.4.3 Company snapshot
- 10.4.4 Active Business Divisions
- 10.4.5 Product portfolio
- 10.4.6 Business performance
- 10.4.7 Major Strategic Initiatives and Developments
- 10.5 Goliath Games (Netherlands)
- 10.5.1 Company Overview
- 10.5.2 Key Executives
- 10.5.3 Company snapshot
- 10.5.4 Active Business Divisions
- 10.5.5 Product portfolio
- 10.5.6 Business performance
- 10.5.7 Major Strategic Initiatives and Developments
- 10.6 Hasbro Inc. (U.S.)
- 10.6.1 Company Overview
- 10.6.2 Key Executives
- 10.6.3 Company snapshot
- 10.6.4 Active Business Divisions
- 10.6.5 Product portfolio
- 10.6.6 Business performance
- 10.6.7 Major Strategic Initiatives and Developments
- 10.7 Masters Traditional Games (U.K.)
- 10.7.1 Company Overview
- 10.7.2 Key Executives
- 10.7.3 Company snapshot
- 10.7.4 Active Business Divisions
- 10.7.5 Product portfolio
- 10.7.6 Business performance
- 10.7.7 Major Strategic Initiatives and Developments
- 10.8 Mattel Inc. (U.S.)
- 10.8.1 Company Overview
- 10.8.2 Key Executives
- 10.8.3 Company snapshot
- 10.8.4 Active Business Divisions
- 10.8.5 Product portfolio
- 10.8.6 Business performance
- 10.8.7 Major Strategic Initiatives and Developments
- 10.9 Ravensburger AG (Germany)
- 10.9.1 Company Overview
- 10.9.2 Key Executives
- 10.9.3 Company snapshot
- 10.9.4 Active Business Divisions
- 10.9.5 Product portfolio
- 10.9.6 Business performance
- 10.9.7 Major Strategic Initiatives and Developments
- 10.10 Rebellion Developments Ltd. (U.K.)
- 10.10.1 Company Overview
- 10.10.2 Key Executives
- 10.10.3 Company snapshot
- 10.10.4 Active Business Divisions
- 10.10.5 Product portfolio
- 10.10.6 Business performance
- 10.10.7 Major Strategic Initiatives and Developments
11: Analyst Perspective and Conclusion
- 11.1 Concluding Recommendations and Analysis
- 11.2 Strategies for Market Potential
Scope of Report
Aspects | Details |
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By Type |
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By Application |
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By Age Group |
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By Player Count |
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Report Licenses
Frequently Asked Questions (FAQ):
What is the growth rate of Board Games Market?
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