全球桌游市场 - 2023-2030
市场调查报告书
商品编码
1372600

全球桌游市场 - 2023-2030

Global Tabletop Games Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 203 Pages | 商品交期: 约2个工作天内

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简介目录

概述

全球桌上游戏市场将于 2022 年达到 25 亿美元,预计到 2030 年将达到 42 亿美元,2023-2030 年预测期间复合年增长率为 6.7%。

随着数位疲劳的加剧,全球桌上游戏市场正在经历大幅增长,而对现实世界社交互动的渴望驱使人们,尤其是千禧世代和 Z 世代转向桌上游戏。随着扩增实境 (AR) 和配套应用程式等技术的增强,市场正在多元化,使传统棋盘游戏更加身临其境且易于使用。

例如,2023 年 7 月,孩之宝宣布与义大利游戏开发工作室 Xplored 合作,对其经典实体棋盘游戏进行现代化改造。 Xplored 将利用其 Teburu 技术将数位元素和智慧感测器整合到 Monopoly 和 Clue 等游戏中。该技术包括配备电子感测器的游戏板和追踪游戏棋子和骰子滚动的智慧骰子。

由于该地区年轻一代和成年一代越来越受欢迎,预计北美将占据桌面游戏市场的 1/3。此外,对教育和娱乐游戏的需求不断增加,以及重视这些游戏好处的多元人口结构。不断增长的咖啡馆和餐厅文化也推动了该地区桌面游戏市场的发展。

动力学

桌上游戏需求激增,在千禧世代和 Z 世代中越来越受欢迎

全球桌上游戏市场正在经历显着成长。千禧世代和 Z 世代正在推动这种復兴,他们倾向于「卡坦岛」和「秘密希特勒」等更新的、以策略为重点的游戏。众筹平台,尤其是 Kickstarter,使独立开发者能够挑战产业巨头,透过创新产品振兴该产业。在「后弃兵」和线上参与度增加等因素的推动下,国际象棋等传统游戏也迎来了復兴。

随着人们在封锁期间寻求娱乐,以及「桌上型模拟器」等平台的流行,COVID-19 加速了这一成长。 「数位疲劳」发挥了作用,桌上游戏让人们摆脱以萤幕为中心的生活方式。从论坛到教学视频,互联网的影响力扩大了这一爱好的影响力。大学生已经开始接受桌上游戏,摆脱了陈旧的刻板印象,使其成为一种时尚的社交活动,通常与饮酒游戏搭配在一起。桌上游戏的多样性(从竞争性到协作)确保了每个人都能找到适合自己的游戏,从而为该行业带来了当之无愧的受欢迎程度。

科技增强的桌上游戏:连结全球实体和数位领域

桌上游戏市场正在全球扩张,利用科技创造传统和数位体验的令人兴奋的融合。科技增强的棋盘游戏和桌上游戏正在蓬勃发展,在实体和数位领域之间架起了一座桥樑。智慧型手机、扩增实境和配套应用程式丰富了棋盘游戏的触觉,吸引了经验丰富的爱好者和新手。扩增实境冒险将玩家带入沉浸式世界,模糊了现实与数位领域之间的界限,而智慧型装置则透过即时更新和互动功能增强了游戏玩法。

Mirrorscape 推出了其扩增实境 (AR) 桌上游戏平台的公开测试版,该平台与行动装置和苹果 Vision Pro 相容。该平台迎合角色扮演游戏和数位桌面体验,并计划将其整合到各种 AR 眼镜和耳机中,包括苹果的 Vision Pro。这家位于洛杉矶的工作室为 RPG 玩家设计了 Mirrorscape,提供 AR 功能和传统桌上游戏功能。使用者可以建立游戏区块、地形和其他玩家并与之互动,营造真实的游戏氛围。

成本挑战

全球桌上游戏市场可能会受到购买这些游戏的相关成本的限制。桌上游戏通常涉及各种组件,如游戏板、纸牌、模型和专用骰子,这使得它们与其他形式的娱乐相比相对昂贵。高品质的组件和艺术品会进一步推高成本。

此外,有些桌游还附有扩充包或附加内容,增加了玩家的整体投入。对于许多潜在的游戏玩家来说,费用可能是进入的障碍,特别是在经济受限的地区。虽然有预算友好的选项可供选择,但某些桌面游戏的溢价限制了它们对更广泛受众的访问,限制了市场的成长和采用。

目录

第 1 章:方法与范围

  • 研究方法论
  • 报告的研究目的和范围

第 2 章:定义与概述

第 3 章:执行摘要

  • 按类型分類的片段
  • 按配销通路分類的片段
  • 按应用程式片段
  • 按地区分類的片段

第 4 章:动力学

  • 影响因素
    • 司机
      • 桌上游戏需求激增,在千禧世代和 Z 世代中越来越受欢迎
      • 科技增强的桌上游戏:连结全球实体和数位领域
    • 限制
      • 成本挑战
    • 机会
    • 影响分析

第 5 章:产业分析

  • 波特五力分析
  • 供应链分析
  • 定价分析
  • 监管分析
  • 俄乌战争影响分析
  • DMI 意见

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆发前的情景
    • 新冠疫情期间的情景
    • 新冠疫情后的情景
  • COVID-19 期间的定价动态
  • 供需谱
  • 疫情期间政府与市场相关的倡议
  • 製造商策略倡议
  • 结论

第 7 章:按类型

  • 棋盘游戏
  • 微型战争游戏
  • 角色扮演游戏
  • 骰子游戏
  • 纸牌游戏
  • 抽象游戏

第 8 章:按配销通路

  • 3线下
  • 5 在线

第 9 章:按应用

  • 学校
  • 企业大楼
  • 游戏区
  • 咖啡厅
  • 聚会场地
  • 其他

第 10 章:按地区

  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 亚太其他地区
  • 中东和非洲

第 11 章:竞争格局

  • 竞争场景
  • 市场定位/份额分析
  • 併购分析

第 12 章:公司简介

  • Asmodee Group
    • 公司简介
    • 产品组合和描述
    • 财务概览
    • 主要进展
  • Ravensburger AG
  • Hasbro Inc.
  • Mattel Inc.
  • Spin Master Corp.
  • Z-Man Games
  • Fantasy Flight Games
  • Catan Studio
  • Stonemaier Games:
  • Plaid Hat Games

第 13 章:附录

简介目录
Product Code: FMCG7198

Overview

Global Tabletop games Market reached US$ 2.5 billion in 2022 and is expected to reach US$ 4.2 billion by 2030, growing with a CAGR of 6.7% during the forecast period 2023-2030.

The globally tabletop games market is experiencing substantial growth with the rise of digital fatigue and a desire for real-world social interactions have driven people, particularly Millennials and Generation Z, toward tabletop gaming. The market is diversifying with tech enhancements, including augmented reality (AR) and companion apps, making traditional board games more immersive and accessible.

For instance, in July 2023, Hasbro announced a partnership with Italian game development studio Xplored to modernize its classic physical board games. Xplored will integrate digital elements and smart sensors into games like Monopoly and Clue, using its Teburu technology. The technology includes an electronic sensor-equipped game board and smart dice that track game pieces and dice rolls.

North America is expected to hold 1/3 of the tabletop games market driven by growing popularity among the young and adult generations in the region. Also, increasing demand for educational and recreational games and a diverse demographic mix that values the benefits of these games. The growing cafe and restaurant culture also driving the market for tabletop games in the region.

Dynamics

Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z peoples

The globally tabletop games market is experiencing remarkable growth. Millennials and Generation Z are driving this resurgence, gravitating towards newer, strategically-focused games like "Catan" and "Secret Hitler." Crowdfunding platforms, particularly Kickstarter, empower indie developers to challenge industry giants, revitalizing the sector with innovative offerings. Traditional games like Chess also witnessed a revival, bolstered by factors such as "The Queen's Gambit" and increased online engagement.

COVID-19 accelerated this growth as people sought recreation during lockdowns and platforms like "Tabletop Simulator" gained popularity. "Digital fatigue" played a role, with tabletop games offering a break from screen-centric lifestyles. The internet's influence, from forums to instructional videos, has amplified the hobby's reach. College students have embraced tabletop gaming, shedding old stereotypes and making it a trendy social activity, often paired with drinking games. The diverse nature of tabletop games, from competitive to collaborative, ensures there's something for everyone, contributing to the industry's well-deserved popularity.

Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally

The tabletop games market is undergoing a global expansion, embracing technology to create an exciting blend of traditional and digital experiences. Tech-enhanced board games and tabletop gaming are thriving, offering a bridge between the physical and digital realms. Smartphones, augmented reality and companion apps enrich the tactile aspects of board games, attracting both seasoned enthusiasts and newcomers. Augmented reality adventures transport players into immersive worlds, blurring the lines between reality and the digital realm, while smart devices enhance gameplay with real-time updates and interactive features.

Mirrorscape has launched an open beta for its augmented reality (AR) tabletop gaming platform, compatible with mobile devices and Apple's Vision Pro. The platform caters to role-playing games and digital tabletop experiences, with plans to integrate it into various AR glasses and headsets, including Apple's Vision Pro. The Los Angeles-based studio designed Mirrorscape for RPG players, offering AR functionality and traditional tabletop game features. Users can build and interact with game pieces, terrain and fellow players, fostering a physical gaming atmosphere.

Cost Challenges

The tabletop games market globally can be restrained with the cost associated with purchasing these games. Tabletop games often involve various components like game boards, cards, miniatures and specialized dice, making them relatively expensive compared to other forms of entertainment. High-quality components and artwork can further drive up the cost.

Furthermore, some tabletop games have expansions or additional content, increasing the overall investment for players. The expense can be a barrier to entry for many potential gamers, especially in regions with economic constraints. While there are budget-friendly options available, the premium pricing of certain tabletop games restricts their accessibility to a broader audience, limiting market growth and adoption.

Segment Analysis

The global tabletop games market is segmented based on type, distribution channel, application and region.

Board Games Dominate the Global Tabletop Games Market

Board games holds the largest share in the tabletop games market. In 2023 boardgames has witnessed a surge in releases and heightened interest by people globally. For instance, Gen Con, the largest tabletop convention in the Western hemisphere, with a record 70,000 attendees and publishers quickly selling out of their hottest titles, it's evident that board games hold a substantial share of the market.

Among the new releases, Splito stands out as a card game that accommodates up to eight players without the often-insulting aspects of typical party games. Also, The diverse games released in 2023, include "City of the Great Machine," a hidden movement game with creative gameplay; "Dark Venture: Battle of the Ancients," a zany tactical skirmish game; "Earth," a tableau-building game with an open-world feel; "Frosthaven," the highly anticipated Gloomhaven sequel with base-building mechanics; and "Votes for Women," an immersive card-driven area-control game depicting the women's suffrage movement. The early releases showcase the board game industry's commitment to offering engaging and varied gaming experiences.

Geographical Penetration

North America's Dominance in the Tabletop Games Market Fueled by Growing Popularity Among Young Generation

North America holds the largest share in the tabletop games market with the regions substantial and growing young generation. As per Children Defense Fund report, in 2021, U.S. had 74 million children, making up 22% of the nation's population and it continue to grow. Also, the growing demand for tabletop games among the young generation is driven by their multifaceted benefits.

Tabletop games provide early learning opportunities, promote brain development through strategy, enhance language skills and improve focus and attention span. It teaches teamwork, conflict resolution and good sportsmanship, all while offering a fun and engaging way to learn and bond with others. Also, board games are most popular among young kids as there is higher demand for them in schools.

COVID-19 Impact Analysis:

The COVID-19 pandemic significantly impacted the tabletop games market as lockdowns and restrictions forced people indoors. With outdoor activities limited, there was a surge in demand for indoor games such as carrom boards, chess, ludo and card games. globally implemented curfews and schools and colleges closed, leading to a resurgence of exploration of new types of tabletop games.

The demand for indoor game equipment, including chess boards and carrom boards, skyrocketed, with some dealers experiencing tripled sales. The pandemic shifted recreational preferences, emphasizing the appeal of tabletop games during challenging times when outdoor activities were restricted. Also, several companies launched new types of tabletop games during the pandemic times.

Russia-Ukraine War Impact Analysis

The Russia-Ukraine war has disrupted the global lumber market by tightening supply and causing shifts in trade flows of material used in the manufacturing of tabletop games. Russia's significant role as a softwood lumber supplier, combined with sanctions and boycotts, has impacted the supply chain. A shortage of lumber supply could impact the prices of board games in the coming months, since wood is the preferred material for game boards.

Ukrainian and Belarusian lumber exports have also been affected. In a worst-case scenario, a 3-4% global lumber supply loss is possible. Production losses in Russia, due to sanctions and corporate boycotts, have led to further disruptions. The North American market may face challenges due to reduced European supply and trade flows will need to be reshuffled. The extent of the impact depends on evolving trade relationships and how quickly alternative supply sources can be established.

By Type

  • Board Games
  • Miniature Wargames
  • Role Playing Games
  • Dice Games
  • Card Games
  • Abstract Games

By Distribution Channel

  • Offline
  • Online

By Application

  • School
  • Corporate Buildings
  • Game Zones
  • Cafes
  • Party Venues
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In July 2023, Mirrorscape's open beta launch of its augmented reality (AR) app, introduces a new dimension to tabletop role-playing games (TTRPGs) like Dungeons & Dragons and Pathfinder. The mixed reality and gaming development company aims to enhance the TTRPG experience by allowing users to incorporate AR elements, create 3D maps, roll digital dice and interact with fellow players within a single platform. As digital gaming gains popularity, Mirrorscape provides game masters (GMs) with customizable tools for crafting immersive game worlds.
  • The collaboration between Skybound Entertainment and Mantic Games is set to release new tabletop games based on these popular television shows in the last quarter of 2023, which means they are expected to be released sometime between October and December 2023.

Competitive Landscape

The major global players in the market include: Asmodee Group, Ravensburger AG, Hasbro Inc., Mattel Inc., Spin Master Corp., Z-Man Games, Fantasy Flight Games, Catan Studio, Stonemaier Games, Plaid Hat Games.

Why Purchase the Report?

  • To visualize the global tabletop games market segmentation based on type, distribution channel, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of tabletop games market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Product mapping available as excel consisting of key products of all the major players.

The global tabletop games market report would provide approximately 61 tables, 63 figures and 203 applications.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Type
  • 3.2. Snippet by Distribution Channel
  • 3.3. Snippet by Application
  • 3.4. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z Peoples
      • 4.1.1.2. Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally
    • 4.1.2. Restraints
      • 4.1.2.1. Cost Challenges
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Type

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 7.1.2. Market Attractiveness Index, By Type
  • 7.2. Board Games*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 7.3. Miniature Wargames
  • 7.4. Role Playing Games
  • 7.5. Dice Games
  • 7.6. Card Games
  • 7.7. Abstract Games

8. By Distribution Channel

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 8.1.2. Market Attractiveness Index, By Distribution Channel
  • 8.2. 3 Offline*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. 5 Online

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. School*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Corporate Buildings
  • 9.4. Game Zones
  • 9.5. Cafes
  • 9.6. Party Venues
  • 9.7. Other

10. By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.2.6.1. U.S.
      • 10.2.6.2. Canada
      • 10.2.6.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
  • 10.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.4.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.4.1.1. Germany
      • 10.4.1.2. UK
      • 10.4.1.3. France
      • 10.4.1.4. Italy
      • 10.4.1.5. Spain
      • 10.4.1.6. Rest of Europe
  • 10.5. South America
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.5.6.1. Brazil
      • 10.5.6.2. Argentina
      • 10.5.6.3. Rest of South America
  • 10.6. Asia-Pacific
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.6.6.1. China
      • 10.6.6.2. India
      • 10.6.6.3. Japan
      • 10.6.6.4. Australia
      • 10.6.6.5. Rest of Asia-Pacific
  • 10.7. Middle East and Africa
    • 10.7.1. Introduction
    • 10.7.2. Key Region-Specific Dynamics
    • 10.7.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.7.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.7.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel

11. Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Company Profiles

  • 12.1. Asmodee Group*
    • 12.1.1. Company Overview
    • 12.1.2. Product Portfolio and Description
    • 12.1.3. Financial Overview
    • 12.1.4. Key Developments
  • 12.2. Ravensburger AG
  • 12.3. Hasbro Inc.
  • 12.4. Mattel Inc.
  • 12.5. Spin Master Corp.
  • 12.6. Z-Man Games
  • 12.7. Fantasy Flight Games
  • 12.8. Catan Studio
  • 12.9. Stonemaier Games:
  • 12.10. Plaid Hat Games

LIST NOT EXHAUSTIVE

13. Appendix

  • 13.1. About Us and Services
  • 13.2. Contact Us