封面
市场调查报告书
商品编码
1754251

2025 年至 2033 年棋盘游戏市场规模、份额、趋势及预测(按产品类型、游戏类型、年龄层、配销通路和地区)

Board Games Market Size, Share, Trends and Forecast by Product Type, Game Type, Age Group, Distribution Channel, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 140 Pages | 商品交期: 2-3个工作天内

价格

2024年,全球桌游市场规模达185.3亿美元。展望未来, IMARC Group预测,到2033年,该市场规模将达到416.3亿美元,2025年至2033年的复合年增长率为9.32%。目前,北美占据市场主导地位。市场对可与家人或朋友一起玩的游戏的需求强劲,推动了该市场的发展。此外,完善的零售和电商基础设施使棋盘游戏更容易获得,从而促进了市场的成长。

游戏开发商不断推出新的主题、机制和游戏类型,吸引新玩家,从而支持了棋盘游戏市场的成长。策略型、合作型和沈浸式游戏的推出为玩家提供了多样化的选择,吸引了不同的兴趣。这些创新迎合了不同年龄层的人,确保了游戏对各个年龄层的人具有广泛的吸引力。互动式叙事和独特的设计使游戏更具吸引力。模组化、可自订和主题式游戏的兴起提供了更高的重玩价值,让玩家保持参与度。该公司正在尝试混合游戏体验,融合传统和数位元素,以吸引更广泛的受众。融合当前趋势和流行文化的棋盘游戏吸引了人们的注意并提高了参与。单人棋盘游戏等小众类别的扩展吸引了特定玩家的偏好。游戏玩家被新颖的体验所吸引,包括限量版发行,从而促进了收藏需求。

日益增长的家庭娱乐需求极大地推动了美国市场的发展。桌游提供了一种远离电子萤幕的活动,家人可以一起享受,增进社交联繫。随着越来越多的家庭寻求高品质的娱乐时间,桌游正成为共享乐趣和学习的首选。家长们被能够提升孩子认知能力并提供娱乐的益智游戏所吸引。丰富的游戏类型确保了所有年龄和兴趣都能找到适合自己的游戏。合作游戏和家庭友善主题鼓励多样性,并吸引了广泛的玩家群体。随着家庭越来越重视参与式互动娱乐活动,桌游填补了一个独特的市场空白。家庭游戏之夜等活动日益流行,也促进了持续的需求。此外,桌游还可以取代数位干扰,鼓励面对面的互动。为了满足这一需求,孩之宝和Top Trumps USA于2024年10月在纽约皇后中心购物中心推出了“大富翁:皇后区版”,以纪念当地地标。这款游戏以皇后区的公园、街道和文化遗址等标誌性场所为主题。特殊的游戏棋子和空间代表了皇后区的独特身份。这个版本受到了居民、当地领导和收藏家的一致好评,彰显了社区的自豪感。

桌游市场趋势:

社交游戏活动数量不断增加

社交游戏的復兴正在对市场产生正面影响。越来越多的人寻求面对面互动来取代数位交流,他们经常参与这些社交游戏活动。此外,全球范围内越来越多的锦标赛和会议也推动了桌游需求的成长,这有助于建立一个强大的游戏爱好者社群。例如,根据领先的年度桌游大会之一GEN CON的数据,2023年,其在印第安纳波利斯举办的20週年庆典的参与人数将达到7万人。在这类活动中,玩家可以进行社交、尝试新游戏、制定策略并分享,为参与者带来令人振奋的体验。在这些活动中,个人之间的直接互动可以建立客户的品牌忠诚度,从而提高留存率。受这些因素的推动,桌游市场价值正在经历显着增长,预计随着用户参与度和参与度的持续提升,其市场规模将达到可观的水平。

游戏带来的教育和认知益处

桌游的认知和教育优势是市场扩张的主要驱动力。家长和教育工作者发现这些游戏引人入胜,因为它们能够增强批判性思维、解决问题和决策能力。许多游戏融入了学习元素,使孩子们在学习中享受乐趣并参与互动。注重策略、数学和语言发展的游戏有助于提升各年龄层玩家的认知能力。阿什维尔市发布的一份题为《健康星期三——桌游的五大精神益处》的报告指出,根据2013年的一项研究,参与桌游的人与不参与游戏的人相比,患痴呆症的风险降低了15%。这些游戏还能增强记忆力、专注力和对细节的关注,这些都是重要的发展技能。协作游戏促进团队合作和沟通,帮助玩家有效地发展人际互动和社交技能。具有挑战和解决问题任务的游戏在有趣的环境中培养创造力和分析性思维。除了儿童之外,成年人还喜欢玩棋盘游戏来促进他们的认知发展并提高他们的智力刺激。

电子商务平台数量不断增加

线上平台提供了无与伦比的便利,使消费者能够探索和购买来自世界各地的游戏。电子商务平台使独立和小众游戏开发者能够有效地接触到更广泛的受众。在数位市场上,可以找到大量适合不同年龄和品味的游戏。详细的产品描述、评分和评论有助于消费者在购买时做出明智的决定。这些平台通常提供折扣和独家优惠,使棋盘游戏更实惠、更具吸引力。线上零售商提供的更快的配送服务确保消费者及时收到产品,从而提高满意度。电子商务的全球可及性打破了地理限制,扩大了棋盘游戏製造商的市场范围。国际贸易管理局注意到,2019 年至 2020 年期间,全球电子商务零售额呈大幅上升趋势,成长了 8%。此外, IMARC Group网站公布的资料显示,2023年全球电子商务市场规模达到21.1兆美元,预计到2032年将达到183.8兆美元,2024-2032年期间的成长率为27.16%。

桌游咖啡馆和主题桌游的兴起

桌游咖啡馆提供了一个独特的社交环境,让玩家可以聚集在一起,探索各种游戏,并在轻鬆的氛围中享受精心策划的体验。这些场所既适合休閒玩家,也适合爱好者,无需拥有所有权即可畅玩各种游戏。例如,默特尔比奇首家桌游咖啡馆「万花筒空间」(Space at Kaleidoscope)将于2025年2月8日在百老汇街519号开幕。 1月18日的见面会将提供会员折扣和相关详情。咖啡馆提供桌游、小吃和社区活动。此外,受热门系列游戏、历史事件和奇幻世界启发的主题桌游的兴起,大大提升了用户的兴趣。这些游戏通常具有沉浸式的叙事和视觉吸引力,吸引了更广泛的受众,包括年轻观众和家庭。引人入胜的主题和便利的社交空间相结合,正在将桌游的影响力扩展到传统市场之外,打造一个充满活力的社区,并推动市场持续成长。这些创新促进了全球桌游价值和需求的提升。

目录

第一章:前言

第二章:范围与方法

  • 研究目标
  • 利害关係人
  • 资料来源
    • 主要来源
    • 次要来源
  • 市场评估
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第三章:执行摘要

第四章:简介

  • 概述
  • 主要行业趋势

第五章:全球棋盘游戏市场

  • 市场概览
  • 市场表现
  • COVID-19的影响
  • 市场预测

第六章:市场区隔:依产品类型

  • 桌上游戏
  • 纸牌和骰子游戏
  • 集换式卡牌游戏
  • 微型游戏
  • 角色扮演游戏

第七章:市场区隔:依游戏类型

  • 战略与战争游戏
  • 教育游戏
  • 奇幻游戏
  • 体育游戏
  • 其他的

第八章:市场区隔:依年龄段

  • 0-2岁
  • 2-5年
  • 5-12岁
  • 12岁以上

第九章:市场区隔:按配销通路

  • 超市和大卖场
  • 专卖店
  • 网上商店
  • 其他的

第十章:市场细分:按地区

  • 北美洲
    • 美国
    • 加拿大
  • 亚太
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
    • 印尼
    • 其他的
  • 欧洲
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 其他的
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他的
  • 中东和非洲
    • 市场区隔:依国家

第 11 章:SWOT 分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 12 章:价值链分析

第 13 章:波特五力分析

  • 概述
  • 买家的议价能力
  • 供应商的议价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第 14 章:价格分析

第 15 章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • 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.
Product Code: SR112025A6560

The global board games market size was valued at USD 18.53 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 41.63 Billion by 2033, exhibiting a CAGR of 9.32% from 2025-2033. North America currently dominates the market. The market is propelled by a robust demand for games that can be played with family or friends. Apart from this, the well-established retail and e-commerce infrastructure is making board games easily accessible, which is bolstering the market growth.

Game developers are continuously introducing fresh themes, mechanics, and genres, attracting new players, which is supporting the board games market growth. The introduction of strategy-based, cooperative, and immersive games diversifies options for players, appealing to different interests. These innovations cater to various age groups, ensuring broad games appeal across demographics. Interactive storytelling and unique designs make games more engaging. The rise of modular, customizable, and thematic games offers more replay value, keeping players engaged. Companies are experimenting with hybrid gaming experiences, blending traditional and digital elements to reach a wider audience. Board games that incorporate current trends and popular culture attract attention and foster engagement. Expansion of niche categories like solo board games, appeals to specific player preferences. Gamers are drawn to novel experiences, including limited edition releases, fostering collector-driven demand.

The increasing demand for family entertainment is substantially driving the market in the United States. Board games offer a screen-free activity that families can enjoy together, strengthening social bonds. As more families seek quality time, board games are becoming a preferred choice for shared fun and learning. Parents are drawn to educational games that increase children's cognitive skills while offering entertainment. The variety of game genres available ensures something for all ages and interests. Cooperative gaming and family-friendly themes encourage diversity and appeal to a wide range of players. As families prioritize engaging, interactive pastimes, board games fill a unique niche. Events like family game nights are gaining traction, contributing to sustained demand. Furthermore, board games serve as an alternative to digital distractions, encouraging face-to-face interaction. To cater this demand, in October 2024, Hasbro and Top Trumps USA launched "Monopoly: Queens Edition" in New York at Queens Centre Mall, celebrating local landmarks. The game featured iconic places like parks, streets, and cultural sites across Queens. Special game pieces and spaces represented the borough's unique identity. The edition was well-received by residents, local leaders, and collectors, highlighting the community's pride.

Board Games Market Trends:

Increasing number of social gaming events

The revival of social gaming is positively influencing the market. The rising number of individuals seeking face-to-face interactions as an alternative to digital communication, often resort to these social gaming events. Apart from this, another factor increasing the demand for board games is the rising number of tournaments and conventions across the globe, which contribute toward the creation of a potent gaming community of enthusiasts. For instance, as per GEN CON, one of the leading annual tabletop gaming conventions, number of people participating in its event, which marked its 20th anniversary in Indianapolis, was 70,000 in 2023. Players in these types of events socialize, try new games, make, and share strategies giving participants an exhilarating experience. This direct interaction between individuals at these events builds brand loyalty among customers which leads to a longer retention rate. The board games market value is experiencing significant growth, driven by these factors, and is projected to reach substantial figures as user engagement and participation in such events continue to rise.

Educational and cognitive benefits offered by games

Board games' cognitive and educational advantages are major drivers of market expansion. Parents and educators find these games intriguing because they enhance critical thinking, problem-solving, and decision-making abilities. Many games incorporate learning elements, making education enjoyable and interactive for children. Games focused on strategy, math, and language development help enhance cognitive abilities in players of all ages. A report published by THE CITY OF ASHIVILLE, titled "WELLNESS WEDNESDAY- 5 MENTAL BENEFITS OF BOARD GAMES", stated that according to a study conducted in 2013, found that the risk of dementia was reduced to 15% among people who engage in board games as compared to non-players. These games also encourage memory retention, focus, and attention to detail, which are essential developmental skills. Collaborative games promote teamwork and communication, helping players develop interpersonal and social skills effectively. Games with challenges and problem-solving tasks foster creativity and analytical thinking in a fun setting. Apart from children, adults are also adopting board games to work toward the development of their cognitive development and improve their mental stimulation.

Growing number of e-commerce platforms

Online platforms offer unmatched convenience, enabling customers to explore and purchase games from anywhere around the world. E-commerce platforms enable independent and niche game developers to efficiently access a larger audience. A huge selection of games that appeal to a range of age groups and tastes may be found in digital markets. In-depth product descriptions, ratings, and reviews help customers make well-informed decisions when making purchases. These platforms often provide discounts and exclusive deals, making board games more affordable and appealing. Faster delivery services offered by online retailers ensure that customers receive products promptly, enhancing satisfaction. The global accessibility of e-commerce bridges geographical limitations, expanding market reach for board game manufacturers. The International Trade Administration noticed a substantial upward trend in the global e-commerce retail sales- of 8% in between 2019-2020. Apart from this, the data published on the website of the IMARC Group shows that the global e-commerce market reached USD 21.1 Trillion in 2023 and is projected to reach USD 183.8 Trillion by 2032, exhibiting a growth rate of 27.16% during 2024-2032.

Rise of Board Game Cafes and Themed Tabletop Games

Board game cafes provide a unique social environment where players can gather, explore a variety of games, and enjoy curated experiences in a relaxed setting. These venues cater to both casual players and enthusiasts, offering access to a diverse selection of games without the need for ownership. For instance, the Space at Kaleidoscope, Myrtle Beach's first board game cafe, opens on February 8, 2025, at 519 Broadway St. A January 18 meet-and-greet offers discounted memberships and details. The cafe features board games, snacks, and community events. Apart from this, the rise of themed tabletop games, inspired by popular franchises, historical events, and fantasy worlds, has significantly enhanced user interest. These games often feature immersive storytelling and visually appealing components, attracting a broader demographic, including younger audiences and families. The combination of engaging themes and accessible social spaces is expanding the reach of board gaming beyond traditional markets, creating a vibrant community and driving consistent market growth. Such innovations contribute to the increasing value and demand for board games globally.

Board Games Industry Segmentation:

Analysis by Product Type:

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Tabletop games majorly consist of skill and strategy, are usually played on flat surfaces, hence the name tabletop. They often contain complex games and themes including games from economic simulation to historical welfare. These games contain pieces such as tiles, tokens, or miniatures that participants move in accordance with the rules. Some of the most common examples of these games include Chess and Monopoly.

In card and dice games, holds a notable board games market share, as they are the primary game elements in place of a board. Games in this category include deck of cards which consists certain rules in regard to ranking and combination of these cards. Mostly played games in this category include poker, bridge, Yahtzee and farkle.

Collectible card games refer to gameplay mechanism which require players to collect and trade cards in order to build a personalized deck. These games are gaining traction on account of the loyal following and continuous release of new cards. THE NEW YORK TIMES stated that one of the most renowned CCG named "MAGIC: THE GATHERING", collected a massive revenue of approximately $1.1 billion in the year 2022. The report also states that this game held 18% of the overall revenue of Habro in the previous year.

Miniature games are distinctive on account of their detailed models and figures which represent characters of units in the game. This game is particularly adopted by individuals who enjoy the artistic aspect of gaming as they often spend a substantial amount of time painting and customizing their miniatures. The game requires some strategy and tactics which is appealing to a large audience which appreciates war-gaming and role-playing situations.

Role-playing games (RPGs) are another type of subsegment available in the market. These games contain character development and storytelling which offer an extremely immersive experience. Individuals who are more into creative problem-solving or narrative-driven games are the target audience.

Analysis by Game Type:

  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Strategy and war games focus on tactical decision-making, competitive gameplay, and planning. Individuals often engage in resource management, battles, and territorial control. These games tests individuals by challenging them to anticipate their future steps and decide on strategies that will benefit them in the future.

Educational games provide double benefits, including entertainment and learning. They are meant to teach or inculcate certain skills or concepts among the players. These games target young individuals learning arithmetic as well as adults who are interested in science or history. The increasing trend of game-based learning is leading to a major adoption of the educational games, thus creating a positive market forecast. According to the IMARC GROUP, the global game-based learning market is projected to reach US$ 71.7 Billion by 2032, expanding at a growth rate of 15.8% during 2024-2032.

Fantasy games hold a major part of the market catering to individuals indulging in immersive storytelling and deep imaginative settings. These games include detailed characters, elaborate narratives, and a complicated world-building that allows creativity and strategic thinking. One of the most popular games is Dungeons & Dragons.

Sports games apprehend the competitive nature and excitement of athletic events in a tabletop format which is exciting for a major portion of sports enthusiasts. They include a wide variety of games like basketball, soccer, and football which allows the players to plan plays, manage teams, and enjoy the thrill of sport strategy. Their popularity can also be accredited due to their ability to make individuals learn about rules and strategies of numerous sports.

Analysis by Age Group:

  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years

Children aged 5-12 years are highly engaged in board games, driven by educational benefits. Board games enhance cognitive and social skills, appealing to parents seeking constructive entertainment. This age group enjoys interactive play, making board games a favored option for family entertainment. Game developers tailor their products to this segment with age-appropriate themes and mechanics. Interactive storytelling, educational content, and fun challenges draw children to board games. Parents and educators value board games for their developmental advantages, contributing to higher demand. Moreover, children's ability to engage in longer game sessions contributes to the expanding market growth. This group is particularly attracted to games that are simple yet intellectually stimulating, fostering a sense of achievement. This age group's extensive selection of games contributes to the market's expansion. Additionally, board games are often used as social tools, allowing children to connect and collaborate. The segment benefits from a growing preference for non-digital entertainment, as parents look for alternatives to screen time. Toy and game manufacturers focus on this age group to develop games that blend fun and learning.

Analysis by Distribution Channel:

  • Supermarkets and Hypermarkets
  • Specialty Stores
  • Online Stores
  • Others

Specialty stores provide a curated selection of board games, appealing to passionate hobbyists and collectors. Such stores often provide restricted or limited-edition products, attracting customers seeking unique experiences. Board game enthusiasts prefer specialty stores for their expert knowledge and personalized recommendations, enhancing the shopping experience. Customers visit these stores for the expertise in selecting games based on specific preferences and interests. Specialty stores offer an in-depth understanding of various board game genres, enhancing customer confidence in purchases. Moreover, these outlets create a strong sense of community among customers. The growing number of dedicated board game cafes and events at these stores enhance market visibility. Collectors and enthusiasts prioritize specialty stores due to their focus on niche and premium board game offerings. Local and independent game stores provide more customized and unique experiences compared to large retail chains. Specialty stores also have the advantage of hosting game nights, which engage customers directly with products. These stores allow customers to explore games before purchasing, fostering stronger product connections.

Regional Analysis:

  • 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

North America holds the biggest board game market share, driven by strong customer interest. The region is home to foremost board game companies, contributing to its market dominance. American and Canadian players have a long-standing tradition of enjoying board games, reinforcing regional growth. Popularity among millennials and Gen Z, who embrace nostalgia and social play, strengthens market growth. Families value board games for entertainment and educational purposes, especially in the United States. For instance, in November 2024, Nike and Hasbro launched a special Monopoly edition honoring LeBron James's career. It was announced on November 19, 2024, which is celebrated as Monopoly Day. The limited edition featured customized game pieces like basketballs, sneakers, rings, and jersey tokens. The board highlighted milestones from James's life, with "Bron Bucks" replacing traditional money. The launch included a life-sized game experience for I Promise School students in Akron, Ohio. Moreover, the well-established retail infrastructure, making games widely accessible. North America's varied consumer needs are met by specialized board game websites and online commerce platforms. upliftment is a major factor driving the market growth. Other than this, key players are undertaking strategic marketing steps in order to expand their presence globally and cater to a wider audience.

Key Regional Takeaways:

United States Board Games Market Analysis

The growth of tabletop gaming communities and growing demand for family-friendly entertainment are driving the board game market in the US. Monopoly, Scrabble, and Catan are the most popular board games, with more than 50% of American homes owning at least one. Most of millennials say that playing board games is their favorite pastime, making them important contributors. The market is also being fueled by the growing trend of game cafes. Educational board games for kids and teens have gained popularity as parents want activities that are screen-free and can help build skills. Moreover, the holiday season accounts for a large portion of sales, as most annual board game purchases happen in November and December. Additionally, the extensive availability of board games through both online platforms and retail outlets enhances accessibility. Popular culture, fueled by nostalgia and innovative game releases, further contributes to sustained board games market growth.

Asia Pacific Board Games Market Analysis

The market in the Asia-Pacific region is gradually growing due to the growing trend of international games. The market is dominated by countries like China, Japan, and India, wherein, China alone generates USD 1.1 Billion from selling board games in 2023, according to industry reports. Board games with themes from anime and manga are most popular, especially in Japan. Urban social gaming culture is gaining momentum, and board game cafes are becoming popular, especially in cities like Bangalore, Tokyo, and Beijing. In addition, international board games are now easily accessible with the help of online shopping platforms. In the region, e-commerce accounts for more than 50% of all purchases. Festivals and family gatherings are also encouraging demand as cultural theme-based games are enjoyed by the local audience. In addition, the sector is growing as disposable income in APAC countries is rising. Industry studies predict that by 2033, the disposable income per capita in 18 Asia-Pacific megacities will have increased by more than 50%.

Europe Board Games Market Analysis

The board game market in Europe is thriving due to its strong family-oriented customs and rich tabletop gaming legacy. According to an industry report, nearly half of the German households, own strategy board games like Catan and Carcassonne, driving a significant market share. Thirty percent of European individuals said they prefer environmentally friendly board games, which indicates that there is a growing demand for responsibly created and eco-friendly products. More than 150,000 people attend board game conferences each year, such as the Essen Spiel in Germany, which assist in driving sales. Appealing to European audiences with its problem-solving aspect, cooperative and collaborative games attract a wider base of audience. Educational board games are gaining traction in the UK and France, especially in educational institutions. The increasing disposable incomes, coupled with an increased emphasis on leisure activities are growing the demand for indoor entertainment solutions like board games. The distribution landscape in the region is being propelled by the rise of the internet and social media. According to reports, more than 60% of board game sales in the region are contributed by retail giants such as Sainsbury's, Target, Carrefour, Metro, Costco, etc.

Latin America Board Games Market Analysis

Latin America's board game business is driven by an increasing middle class and by the interest of the people in engaging in social and family activities. The biggest markets for board games in the region are Mexico and Brazil. According to the 2020 Kids Insights LatAm Industry Report, arts & crafts and board games are more popular among older age groups, which increased by 60% from Q2 to February 2021. New strategic games and classic games like Loteria are also gaining traction due to the growing trend of historical games. With over 10% of schools within the region using games to learn, board games are being integrated into learning environments. Rising awareness among individuals and community engagement are also bolstering the board games industry growth. Events such as the Mexico City Board Game Festival are further increasing the market growth. E-commerce platforms have witnessed an increased sale of over 30%. They also offer convenient access to both local and international games, especially during holiday season. According to the statistics by Kidscorp, more than 72% Latin American children search for new games and toys online before buying them.

Middle East and Africa Board Games Market Analysis

Board games are gaining traction in the Middle East and Africa region due to expanding urbanization. Local themes and cultural elements incorporated into games attract regional audiences and enhance appeal. Board game cafes and gaming hubs are emerging in cities, promoting engagement and market visibility. Younger populations seeking alternatives to digital gaming are progressively attracted to board games. The region's interest in family-friendly activities and group entertainment contributes to sustained demand. Although contemporary board games are gaining traction school and youth programs and NGOs, the traditional Mancala games are still popular in the Africa Region. Accessibility has improved as a result of the growth of online shopping channels, especially in urban and suburban locations. As per an industry report smartphone penetration in the Sub-Saharan Africa reached 50% in 2023.

Competitive Landscape:

Key players are innovating by creating new and exciting game concepts to capture customer interest. Their research and development (R&D) efforts focus on producing games with unique mechanics and engaging themes. Market leaders are dominating through their strong brand presence and diverse portfolios. These companies make significant marketing investments in an effort to expand their audience and boost brand recognition. They also focus on collaborations with popular franchises to create games that attract fans. Distribution strategies by key players ensure games reaches the global audience, both online and offline. By tapping into different age groups and interests, these companies expand the market's reach. They also support niche markets by offering specialized games that appeal to collectors and enthusiasts. For instance, in August 2024, the Royal Horticultural Society (RHS) announced a partnership with Gibsons Games Ltd. for puzzles and games. This collaboration planned to introduce RHS-themed products, launching at retail in January 2025. The range included puzzles, card games, and a gardening-inspired board game. Many key players are embracing digital versions of their games, extending their reach into the online gaming market. The development of educational and family-friendly games further strengthens the appeal of board games.

The report provides a comprehensive analysis of the competitive landscape in the board games market with detailed profiles of all major companies, including:

  • 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.

Key Questions Answered in This Report

  • 1.What is board games?
  • 2.How big is the global board games market?
  • 3.What is the expected growth rate of the global board games market during 2025-2033?
  • 4.What are the key factors driving the global board games market?
  • 5.What is the leading segment of the global board games market based on age group?
  • 6.What is the leading segment of the global board games market based on distribution channel?
  • 7.What are the key regions in the global board games market?
  • 8.Who are the key players/companies in the global board games market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Board Games Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Product Type

  • 6.1 Tabletop Games
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Card and Dice Games
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Collectible Card Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Miniature Games
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 RPG Games
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast

7 Market Breakup by Game Type

  • 7.1 Strategy and War Games
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Educational Games
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Fantasy Games
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Sport Games
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 Others
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8 Market Breakup by Age Group

  • 8.1 0-2 Years
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 2-5 Years
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 5-12 Years
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Above 12 Years
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Distribution Channel

  • 9.1 Supermarkets and Hypermarkets
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Specialty Stores
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Online Stores
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Others
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Buffalo Games
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Cartamundi Asia Pacific
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
    • 15.3.3 Clementoni Spa
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 CMON Limited
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Franckh-Kosmos Verlags-GmbH and Co. KG
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
    • 15.3.6 Fremont Die Consumer Products Inc.
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Gibsons Games Ltd.
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
    • 15.3.8 Goliath Games
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
    • 15.3.9 Hasbro Inc.
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
      • 15.3.9.4 SWOT Analysis
    • 15.3.10 Mattel Inc.
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Mindware Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
    • 15.3.12 PD Verlag GmbH and Co. KG
      • 15.3.12.1 Company Overview
      • 15.3.12.2 Product Portfolio
    • 15.3.13 The Walt Disney Co.
      • 15.3.13.1 Company Overview
      • 15.3.13.2 Product Portfolio
      • 15.3.13.3 Financials
      • 15.3.13.4 SWOT Analysis

List of Figures

  • Figure 1: Global: Board Games Market: Major Drivers and Challenges
  • Figure 2: Global: Board Games Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Board Games Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 4: Global: Board Games Market: Breakup by Product Type (in %), 2024
  • Figure 5: Global: Board Games Market: Breakup by Game Type (in %), 2024
  • Figure 6: Global: Board Games Market: Breakup by Age Group (in %), 2024
  • Figure 7: Global: Board Games Market: Breakup by Distribution Channel (in %), 2024
  • Figure 8: Global: Board Games Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Board Games (Tabletop Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Global: Board Games (Tabletop Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Global: Board Games (Card and Dice Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Global: Board Games (Card and Dice Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Global: Board Games (Collectible Card Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Board Games (Collectible Card Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Board Games (Miniature Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Board Games (Miniature Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Board Games (RPG Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Board Games (RPG Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Board Games (Strategy and War Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Board Games (Strategy and War Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Board Games (Educational Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Board Games (Educational Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Board Games (Fantasy Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Board Games (Fantasy Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Board Games (Sport Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Board Games (Sport Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Board Games (Other Game Types) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Board Games (Other Game Types) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Board Games (0-2 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Board Games (0-2 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Board Games (2-5 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Board Games (2-5 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Board Games (5-12 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Board Games (5-12 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Board Games (Above 12 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Board Games (Above 12 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Board Games (Supermarkets and Hypermarkets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Board Games (Supermarkets and Hypermarkets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Board Games (Specialty Stores) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Board Games (Specialty Stores) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Board Games (Online Stores) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Board Games (Online Stores) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Board Games (Other Distribution Channels) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Board Games (Other Distribution Channels) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: North America: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: North America: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: United States: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: United States: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Canada: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Canada: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Asia-Pacific: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Asia-Pacific: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: China: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: China: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 55: Japan: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 56: Japan: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 57: India: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 58: India: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 59: South Korea: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 60: South Korea: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 61: Australia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 62: Australia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 63: Indonesia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 64: Indonesia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 65: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 66: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 67: Europe: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 68: Europe: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 69: Germany: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 70: Germany: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 71: France: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 72: France: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 73: United Kingdom: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 74: United Kingdom: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 75: Italy: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 76: Italy: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 77: Spain: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 78: Spain: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 79: Russia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 80: Russia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 81: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 82: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 83: Latin America: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 84: Latin America: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 85: Brazil: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 86: Brazil: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 87: Mexico: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 88: Mexico: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 89: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 90: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 91: Middle East and Africa: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 92: Middle East and Africa: Board Games Market: Breakup by Country (in %), 2024
  • Figure 93: Middle East and Africa: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 94: Global: Board Games Industry: SWOT Analysis
  • Figure 95: Global: Board Games Industry: Value Chain Analysis
  • Figure 96: Global: Board Games Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Board Games Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Board Games Market Forecast: Breakup by Product Type (in Million USD), 2025-2033
  • Table 3: Global: Board Games Market Forecast: Breakup by Game Type (in Million USD), 2025-2033
  • Table 4: Global: Board Games Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 5: Global: Board Games Market Forecast: Breakup by Distribution Channel (in Million USD), 2025-2033
  • Table 6: Global: Board Games Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 7: Global: Board Games Market: Competitive Structure
  • Table 8: Global: Board Games Market: Key Players