2026-2030年全球图板游戏市场
市场调查报告书
商品编码
1975361

2026-2030年全球图板游戏市场

Global Board Games Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 291 Pages | 订单完成后即时交付

价格
简介目录

全球图板游戏市场预计在 2025 年至 2030 年间成长至 56.689 亿美元,预测期内复合年增长率为 9.7%。

本报告对全球图板游戏市场进行了全面分析,包括市场规模和预测、趋势、成长要素和挑战,以及对约 25 家公司的供应商分析。

本报告对当前市场状况、最新趋势和驱动因素以及整体市场环境进行了最新分析。市场成长的驱动因素包括:消费者对认知参与和社交互动的需求不断增长、全球知识产权和流行媒体特许经营权的整合、分销网络的转型以及群众集资平台的兴起。

本研究采用客观的方法,结合一手和二手资料,包括来自主要产业相关人员的资讯。报告内容涵盖主要企业分析、全面的市场规模数据、区域細項分析以及供应商格局。报告还包含历史数据和预测数据。

市场范围
基准年 2026
年末 2030
预测期 2026-2030
成长势头 加速度
2026年与前一年相比 8.5%
复合年增长率 9.7%
增量 56.689亿美元

本研究指出,图板游戏的数位整合和技术整合是未来几年全球图板游戏市场成长的关键驱动因素。此外,生产过程中的永续性和环境责任、文化多样性以及在全球市场的代表性预计也将带来可观的需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 分析定价、生命週期、顾客购买篮子、采用率和购买标准。
  • 输入的重要性及差异化因素
  • 混淆因素
  • 促进因素和挑战的影响

第三章 市场状况

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场的定义
  • 市场区隔分析
  • 2025年市场规模
  • 2025-2030年市场展望

第五章 市场规模与表现

  • 2020-2024年全球图板游戏市场
  • 2020-2024年产品细分市场分析
  • 2020-2024年通路細項分析
  • 2020-2024年年龄组細項分析
  • 2020-2024年区域市场分析
  • 2020-2024年各国细分市场分析

第六章 定性分析

  • 人工智慧的影响:全球图板游戏市场

第七章:五力分析

  • 五力模型概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

第八章 市场区隔:依产品

  • 比较:按产品
  • 桌面
  • 纸牌和骰子
  • 角色扮演
  • 市场机会:依产品划分

第九章 市场区隔:按分销管道

  • 比较:按分销管道
  • 在线的
  • 离线
  • 市场机会:依分销管道划分

第十章 市场区隔:依年龄组

  • 比较:依年龄组
  • 儿童(2-12岁)
  • 青少年(12-25岁)
  • 成年人(25岁以上)
  • 市场机会:依年龄组别划分

第十一章 客户情况

第十二章 区域情势

  • 区域细分
  • 区域比较
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 法国
    • 西班牙
    • 波兰
  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
    • 越南
  • 中东和非洲
    • 南非
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 埃及
    • 摩洛哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥伦比亚
  • 市场机会:按地区划分

第十三章 促进因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 促进因素和挑战的影响
  • 市场机会

第十四章 竞争格局

  • 概述
  • 竞争格局
  • 混乱局面
  • 产业风险

第十五章 竞争分析

  • 公司简介
  • 公司排名指标
  • 企业市场定位
  • Alderac Entertainment Group
  • Atlas Games
  • Bezier Games Inc.
  • Buffalo Games LLC
  • Claranet Ltd.
  • Embracer Group AB
  • Gibsons Games Ltd.
  • Grey Fox Games
  • Hasbro Inc.
  • Indie Boards and Cards
  • Mattel Inc.
  • Pandasaurus Games
  • Ravensburger AG
  • Stonemaier Games
  • The Walt Disney Co.

第十六章附录

简介目录
Product Code: IRTNTR40559

The global board games market is forecasted to grow by USD 5668.9 mn during 2025-2030, accelerating at a CAGR of 9.7% during the forecast period. The report on the global board games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising consumer demand for cognitive engagement and social interaction, integration of global intellectual property and popular media franchises, transformation of distribution networks and rise of crowdfunding platforms.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20268.5%
CAGR9.7%
Incremental Value$5668.9 mn

Technavio's global board games market is segmented as below:

By Product

  • Tabletop
  • Card and dice
  • Role-playing

By Distribution Channel

  • Online
  • Offline

By Age Group

  • Children (2-12 years)
  • Teenagers (12-25 years)
  • Adults (25 and above years)

Geography

  • Europe
    • UK
    • Germany
    • Italy
    • France
    • Spain
    • Poland
  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Vietnam
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the digital hybridization and technological integration in board games as one of the prime reasons driving the global board games market growth during the next few years. Also, sustainability and environmental responsibility in production and cultural diversification and global market representation will lead to sizable demand in the market.

The report on the global board games market covers the following areas:

  • Global board games market sizing
  • Global board games market forecast
  • Global board games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global board games market vendors that include Alderac Entertainment Group, Atlas Games, Bezier Games Inc., Buffalo Games LLC, Claranet Ltd., Embracer Group AB, Franckh Kosmos Verlags GmbH, Ghost Galaxy Inc., Gibsons Games Ltd., Grey Fox Games, GungHo Online Entertainment Inc, Hasbro Inc., Indie Boards and Cards, Mattel Inc., Pandasaurus Games, PD Verlag GmbH and Co. KG, Ravensburger AG, Stonemaier Games, The Walt Disney Co., Warlord Games. Also, the global board games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Board Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Board Games Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Board Games Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Tabletop - Market size and forecast 2025-2030
  • 8.4 Card and dice - Market size and forecast 2025-2030
  • 8.5 Role-playing - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by Distribution Channel

  • 9.1 Market segments
  • 9.2 Comparison by Distribution Channel
  • 9.3 Online - Market size and forecast 2025-2030
  • 9.4 Offline - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Children (2-12 years) - Market size and forecast 2025-2030
  • 10.4 Teenagers (12-25 years) - Market size and forecast 2025-2030
  • 10.5 Adults (25 and above years) - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 Europe - Market size and forecast 2025-2030
    • 12.3.1 UK - Market size and forecast 2025-2030
    • 12.3.2 Germany - Market size and forecast 2025-2030
    • 12.3.3 Italy - Market size and forecast 2025-2030
    • 12.3.4 France - Market size and forecast 2025-2030
    • 12.3.5 Spain - Market size and forecast 2025-2030
    • 12.3.6 Poland - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Vietnam - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Morocco - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rising consumer demand for cognitive engagement and social interaction
    • Integration of global intellectual property and popular media franchises
    • Transformation of distribution networks and rise of crowdfunding platforms
  • 13.2 Market challenges
    • Fluctuating raw material costs and logistical constraints
    • Intense competition from digital entertainment and mobile gaming
    • Prevalence of counterfeit products and intellectual property theft
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Digital hybridization and technological integration in board games
    • Sustainability and environmental responsibility in production
    • Cultural diversification and global market representation

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Alderac Entertainment Group
    • Alderac Entertainment Group - Overview
    • Alderac Entertainment Group - Product / Service
    • Alderac Entertainment Group - Key offerings
    • SWOT
  • 15.5 Atlas Games
    • Atlas Games - Overview
    • Atlas Games - Product / Service
    • Atlas Games - Key offerings
    • SWOT
  • 15.6 Bezier Games Inc.
    • Bezier Games Inc. - Overview
    • Bezier Games Inc. - Product / Service
    • Bezier Games Inc. - Key offerings
    • SWOT
  • 15.7 Buffalo Games LLC
    • Buffalo Games LLC - Overview
    • Buffalo Games LLC - Product / Service
    • Buffalo Games LLC - Key offerings
    • SWOT
  • 15.8 Claranet Ltd.
    • Claranet Ltd. - Overview
    • Claranet Ltd. - Product / Service
    • Claranet Ltd. - Key offerings
    • SWOT
  • 15.9 Embracer Group AB
    • Embracer Group AB - Overview
    • Embracer Group AB - Business segments
    • Embracer Group AB - Key offerings
    • Embracer Group AB - Segment focus
    • SWOT
  • 15.10 Gibsons Games Ltd.
    • Gibsons Games Ltd. - Overview
    • Gibsons Games Ltd. - Product / Service
    • Gibsons Games Ltd. - Key offerings
    • SWOT
  • 15.11 Grey Fox Games
    • Grey Fox Games - Overview
    • Grey Fox Games - Product / Service
    • Grey Fox Games - Key offerings
    • SWOT
  • 15.12 Hasbro Inc.
    • Hasbro Inc. - Overview
    • Hasbro Inc. - Business segments
    • Hasbro Inc. - Key offerings
    • Hasbro Inc. - Segment focus
    • SWOT
  • 15.13 Indie Boards and Cards
    • Indie Boards and Cards - Overview
    • Indie Boards and Cards - Product / Service
    • Indie Boards and Cards - Key offerings
    • SWOT
  • 15.14 Mattel Inc.
    • Mattel Inc. - Overview
    • Mattel Inc. - Business segments
    • Mattel Inc. - Key news
    • Mattel Inc. - Key offerings
    • Mattel Inc. - Segment focus
    • SWOT
  • 15.15 Pandasaurus Games
    • Pandasaurus Games - Overview
    • Pandasaurus Games - Product / Service
    • Pandasaurus Games - Key offerings
    • SWOT
  • 15.16 Ravensburger AG
    • Ravensburger AG - Overview
    • Ravensburger AG - Product / Service
    • Ravensburger AG - Key offerings
    • SWOT
  • 15.17 Stonemaier Games
    • Stonemaier Games - Overview
    • Stonemaier Games - Product / Service
    • Stonemaier Games - Key offerings
    • SWOT
  • 15.18 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations