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桌游市场:2023-2028 年全球产业趋势、份额、规模、成长、机会与预测Board Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年全球桌游市场规模达151亿美元。展望未来,IMARC集团预计到2028年市场规模将达到297亿美元,2023-2028年复合年增长率(CAGR)为11.2%。各种分销管道的广泛可用性、精神疾病的增加以及治疗方法的使用不断增加是推动市场的一些关键因素。
棋盘游戏包括桌上游戏、纸牌和骰子游戏、收藏游戏、微型游戏和角色扮演游戏 (RPG)。它们方便、便宜,并且有不同尺寸、形状和颜色可供选择,它们鼓励儿童之间的健康竞争和体育精神。他们形成强烈的个性意识并提高创造力、自信或自尊。它们透过刺激负责记忆形成和复杂思考过程的大脑区域来增强大脑功能。它们还可以增强各种认知技能,例如决策、解决问题、逻辑和推理、批判性思考、沟通和情绪智商 (EI)。它们有助于建立个人之间的合作、加强关係和参与团队合作。它们有助于减轻压力和焦虑,并改善有意识和无意识的思考功能。除此之外,它们还可以扩大词彙量,提高语言技能,并增强孩子的注意力和专注力。它们还可以减少萤幕时间,增加与家人和朋友的互动,并增强记忆力。由于棋盘游戏有助于降低血压和提高耐心水平,因此世界各地对棋盘游戏的需求正在上升。
目前,全球棋盘游戏咖啡馆数量的增加是推动市场成长的关键因素之一。除此之外,室内娱乐活动在全球日益普及,对市场产生了正面影响。此外,棋盘游戏透过各种分销管道广泛提供,例如世界各地的大卖场、超市以及专卖店和线上商店。再加上父母越来越关注孩子的大脑发育,正在推动市场的成长。除此之外,棋盘游戏的需求不断增长,因为它们可以降低痴呆症和阿兹海默症等各种精神疾病的风险,正在推动市场的成长。此外,棋盘游戏作为运动技能下降的儿童、精神或身体残疾患者以及从事故中恢復的人的治疗方法的需求不断增长,这为行业投资者提供了利润丰厚的增长机会。此外,大众对改善肌肉、神经和免疫系统的日益关注正在支持市场的成长。此外,主要参与者正在棋盘游戏中引入三维(3D)印刷设计,这正在加强市场成长。
The global board games market size reached US$ 15.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 29.7 Billion by 2028, exhibiting a growth rate (CAGR) of 11.2% during 2023-2028. The wide availability through various distribution channels, increasing mental diseases, and rising usage for therapy treatment represent some of the key factors driving the market.
Board games comprise tabletop, card and dice, collectible, miniature, and role-playing games (RPG). They are convenient, inexpensive, and widely available in different sizes, shapes, and colors, and they encourage healthy competition and sportsmanship among children. They develop a strong sense of individuality and improve creativity, self-confidence, or self-esteem. They increase brain functioning by stimulating brain areas that are responsible for memory formation and complex thought processes. They also enhance various cognitive skills, such as decision-making, problem-solving, logic and reasoning, critical thinking, communication, and emotional intelligence (EI). They assist in building cooperation among individuals, strengthening relationships, and engaging teamwork. They aid in reducing stress and anxiety and improving conscious and unconscious mind functions. Besides this, they expand vocabulary, boost language skills, and enhance the focus and concentration power of children. They also decrease screen time, increase engagement with family and friends, and enhance memory. As they benefit in lowering blood pressure and increasing patience levels, the demand for board games is rising around the world.
At present, the increasing number of board game cafes across the globe represents one of the key factors contributing to the growth of the market. Apart from this, the growing popularity of indoor recreational activities among the masses worldwide is positively influencing the market. Additionally, there is a wide availability of board games through various distribution channels, such as hypermarkets, supermarkets, and specialty and online stores around the world. This, coupled with the increasing focus of parents on the brain development of their children, is bolstering the growth of the market. Besides this, the rising demand for board games, as they reduce the risks of various mental diseases, such as dementia and Alzheimer's disease, is impelling the growth of the market. In addition, the increasing demand for board games as a therapy treatment for children with decreased motor skills, patients with mental or physical disabilities, and people recovering from accidents is offering lucrative growth opportunities to industry investors. Moreover, the rising focus on improving muscle, nerve, and immune systems among the masses is supporting the growth of the market. Furthermore, key players are introducing three-dimensional (3D) printed designs in board games, which is strengthening the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global board games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on product type, game type, age group and distribution channel.
Tabletop Games
Card and Dice Games
Collectible Card Games
Miniature Games
RPG Games
The report has provided a detailed breakup and analysis of the board games market based on the product type. This includes tabletop games, card and dice games, collectible card games, miniature games, and RPG games.
Strategy and War Games
Educational Games
Fantasy Games
Sport Games
Others
A detailed breakup and analysis of the board games market based on the game type has also been provided in the report. This includes strategy and war games, educational games, fantasy games, sport games, and others.
0-2 Years
2-5 Years
5-12 Years
Above 12 Years
A detailed breakup and analysis of the board games market based on the age group has also been provided in the report. This includes 0-2 years, 2-5 years, 5-12 years, and above 12 years. According to the report, 5-12 years accounted for the largest market share.
Supermarkets and Hypermarkets
Specialty Stores
Online Stores
Others
A detailed breakup and analysis of the board games market based on the distribution channel has also been provided in the report. This includes supermarkets and hypermarkets, specialty stores, online stores, and others. According to the report, specialty stores accounted for the largest market share.
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America (the United States and Canada) was the largest market for board games. Some of the factors driving the North America board games market included the presence of a large number of board gamers, rising popularity in bars and cafes, increasing demand for indoor recreational activities, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global board games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG, The Walt Disney Co., etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.