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Global Board Games Market Size By Type (Traditional Board Games, Strategy Board Games, Card Games), By Distribution Channel (Online Retailers, Offline Retailers, Gaming Cafés), By Theme (Fantasy Games, Historical Games, Sci-Fi Games), By Geographic Scope and Forecast


Published on: 2024-08-08 | No of Pages : 320 | Industry : latest updates trending Report

Publisher : MIR | Format : PDF&Excel

Global Board Games Market Size By Type (Traditional Board Games, Strategy Board Games, Card Games), By Distribution Channel (Online Retailers, Offline Retailers, Gaming Cafés), By Theme (Fantasy Games, Historical Games, Sci-Fi Games), By Geographic Scope and Forecast

Board Games Market Size and Forecast

Board Games Market size was valued at USD 18.68 Billion in 2024 and is projected to reach USD 43.48 Billion by 2031, growing at a CAGR of 12.29% from 2024 to 2031.

  • Board games are tabletop games in which counters or pieces are moved or put on a predetermined surface or “board” by a set of rules. They can range from basic games like Snakes and Ladders which are primarily reliant on luck to more complicated games like Chess and Settlers of Catan which demand strategic thought and planning.
  • Board games, once viewed solely as a form of entertainment have grown tremendously and now serve a variety of objectives across several areas. Board games are being used as effective instruments in school to improve learning and develop crucial skills. Educational board games are intended to educate arithmetic, science, history, and language arts in an entertaining and participatory way.
  • The future of board games promises to be dynamic and diverse fueled by technological breakthroughs and shifting consumer preferences. One notable trend is the combination of digital technology and traditional board game experiences. Augmented reality (AR) and virtual reality (VR) are set to transform the way board games are played by adding immersive and interactive aspects that improve gameplay.

Global Board Games Market Dynamics

The key market dynamics that are shaping the global board games market include

Key Market Drivers

  • Growing Interest in Social and Family ActivitiesThe demand for social and family-oriented activities is a major driver of the board game market. In a world where digital screens consume so much of our free time, many individuals are looking for ways to disengage from technology and communicate with others.
  • Nostalgia and Retro Gaming RevivalNostalgia has played an important influence in the revival of board games. Many individuals who grew up playing traditional board games are now teaching them to their children resulting in a new generation of board game lovers. Furthermore, the rebirth of retro and classic games has reignited interest in traditional board games.
  • Innovation and Diversity in Game Design The board game market has experienced a surge in creativity and innovation resulting in a varied range of games to suit various tastes and preferences. Modern board games frequently have complex storylines, strategic gameplay, and high-quality components, drawing both serious and casual players. The themes span from fantasy and adventure to history and science fiction with something for everyone.

Key Challenges

  • Competition from Digital EntertainmentOne of the most serious difficulties for the board game industry is fierce competition from digital entertainment options. Video games, mobile apps, and online multiplayer platforms provide a degree of convenience and immersive experience that traditional board games cannot equal.
  • High Production CostsMaking board games can be a costly enterprise. The costs of designing, manufacturing, and distributing physical games are significant. Custom dice, intricate figurines, high-quality boards, and cards all contribute to higher production costs. Small publishers and independent game designers frequently suffer financial constraints making it harder to compete with larger organizations with greater resources.
  • Limited Shelf Space and Retail Challenges Board games require physical shelf space in both retail establishments and consumer’s homes. Retailers have limited space and frequently emphasize high-turnover products making it difficult for new or specialized board games to find a home. The growth of e-commerce has helped to relieve this problem but it also introduces other issues such as competition with a wide range of other products available online.

Key Trends

  • Rising Popularity of Cooperative Games Cooperative board games in which players collaborate to achieve a common goal are becoming increasingly popular. Unlike traditional competitive games which players against one another, cooperative games promote teamwork, communication, and shared strategies.
  • Integration of Technology The incorporation of technology into board games is a significant trend resulting in hybrid experiences that combine physical and digital elements. Augmented reality (AR) and app-assisted games are gaining popularity transforming the classic board game experience with interactive features, dynamic storytelling, and multimedia aspects.
  • Diverse and Inclusive Themes There is an increasing need for board games that depict other cultures, tales, and experiences. This tendency stems from a greater cultural need for diversity and representation in culture and entertainment. Game designers are increasingly focused on producing games with varied characters, localities, and narratives that appeal to a wide spectrum of gamers.

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Global Board Games Market Regional Analysis

Here is a more detailed regional analysis of the global board games market

North America

  • The North American board game business is expanding rapidly due to the growing popularity of communal gaming experiences and a resurgent interest in conventional tabletop entertainment. A crucial aspect driving this trend is the growing need for face-to-face contact and unplugged leisure activities in an increasingly digital world. According to the NPD Group, board game sales in the United States increased by 28% in 2020, totaling USD 2.1 Billion. This increase can be linked to consumers seeking interesting at-home entertainment options during the COVID-19 outbreak which has continued post-lockdown.
  • Another key factor driving the North American board game business is the expanding millennial and Gen Z generations who see board games as a source of social entertainment and nostalgic escape. According to research conducted by the Entertainment Software Association, 65% of American adults play games with board games being particularly popular with younger generations. Furthermore, the proliferation of board game cafés and dedicated gaming spaces has helped market expansion with the number of such venues in North America expanding by 35% between 2016 and 2021, according to data from the Board Game Geek database.

Asia Pacific

  • The board game market in Asia Pacific is expanding rapidly owing to several causes. One of the key factors is the growing popularity of board game cafes and social gaming environments, particularly in Japan, South Korea, and China. According to a survey from the Japan Productivity Center, the number of board game cafes in Japan increased by 150% between 2015 and 2020. The COVID-19 epidemic has intensified this trend with people seeking safe and interesting social activities. The Chinese Board Game Industry Association estimated a 30% increase in board game sales in 2020 demonstrating the industry’s resiliency and development potential.
  • Another important factor is increased disposable income and a growing middle class in many Asian countries, particularly India and Southeast Asia. According to World Bank data, the middle-class population in Southeast Asia is predicted to exceed 350 million by 2022 creating a substantial market opportunity for board game manufacturers. Furthermore, the incorporation of technology into conventional board games such as app-enabled games and hybrid digital-physical items is attracting younger audiences. According to a survey conducted by the Korean Creative Content Agency, 65% of South Korean millennials are interested in technologically advanced board games.

Global Board Games MarketSegmentation Analysis

The Global Board Games Market is segmented based on Type, Distribution Channel, and Geography.

Board Games Market, By Type

  • Traditional Board Games
  • Strategy Board Games
  • Card Games

Based on the Type, the Global Board Games Market is bifurcated into Traditional Board Games, Strategy Board Games, and Card Games. Strategy Board Games are currently the dominant segment in the global board games market. This dominance is driven by the increasing demand for games that offer depth, complexity, and engaging gameplay. Players are seeking experiences that challenge their strategic thinking and problem-solving skills which strategy board games provide.

Board Games Market, By Distribution Channel

  • Online Retailers
  • Offline Retailers
  • Gaming Cafés

Based on the Distribution Channel, the Global Board Games Market is bifurcated into Online Retailers, Offline Retailers, and Gaming Cafés. Online Retailers are dominant in the global board games market. This dominance is driven by the convenience and accessibility that online shopping offers to consumers. Online platforms provide a vast selection of board games including niche and hard-to-find titles that might not be available in physical stores. Additionally, online retailers often offer competitive pricing, discounts, and customer reviews helping consumers make informed purchasing decisions.

Board Games Market, By Theme

  • Fantasy Games
  • Historical Games
  • Sci-Fi Games

Based on the Theme, the Global Board Games Market is bifurcated into Fantasy Games, Historical Games, and Sci-Fi Games. Fantasy Games are the dominant theme in the global board games market. This dominance is attributed to the widespread appeal of fantasy settings that offer rich storytelling, imaginative worlds, and immersive gameplay experiences. Additionally, the versatility of the fantasy genre enables game designers to continuously create new and innovative games that attract both seasoned gamers and newcomers ensuring sustained interest and market growth. The enduring popularity of fantasy-themed entertainment in books, movies, and video games also supports the strong demand for fantasy board games.

Board Games Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the Global Board Games Market is classified into North America, Europe, Asia Pacific, and the Rest of the World. North America is the dominant region in the global board games market. This dominance is driven by several factors including a strong tradition of family and social gaming, a large consumer base with high disposable income, and a well-established market for both mainstream and niche board games. The United States, in particular, is home to many of the world’s leading board game publishers and designers fostering innovation and diversity in game offerings.

Key Players

The “Global Board Games Market” study report will provide valuable insight with an emphasis on the global market.  The major players in the market are Hasbro, Mattel, Asmodee, Ravensburger, Goliath, Spin Master, Games Workshop, Reggie Games, Iello, and Days of Wonder.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Global Board Games Market Key Developments

  • In December 2023, University Games Corp purchased The Learning Journey International. The Learning Journey creates items that combine fun and learning to improve children’s lives.
  • In January 2024, Goliath bought Funko Games Assets. Goliath purchased Funko’s puzzle and game inventory. Goliath and Funko have joined to create and distribute new games.

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2021-2031

BASE YEAR

2024

FORECAST PERIOD

2024-2031

HISTORICAL PERIOD

2021-2023

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Hasbro, Mattel, Asmodee, Ravensburger, Goliath, Spin Master, Games Workshop, Reggie Games, Iello, and Days of Wonder.

SEGMENTS COVERED

By Type, By Distribution Channel, By Theme, And By Geography.

CUSTOMIZATION SCOPE

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Research Methodology of Market Research

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Reasons to Purchase this Report

• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors• Provision of market value (USD Billion) data for each segment and sub-segment• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled• Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players• The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions• Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis• Provides insight into the market through Value Chain• Market dynamics scenario, along with growth opportunities of the market in the years to come• 6-month post-sales analyst support

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Table of Content

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