市场调查报告书
商品编码
1470552
图板游戏市场:按游戏类型、年龄层、销售管道划分 - 2024-2030 年全球预测Board Games Market by Game Type (Chess, Ludo, Monopoly), Age Group (12-25 Years, 2-5 Years, Above 25 Years), Sales Channel - Global Forecast 2024-2030 |
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预计2023年图板游戏市场规模为131.2亿美元,预计2024年将达到144.2亿美元,2030年将达到256.2亿美元,复合年增长率为10.02%。
图板游戏是一种室内游戏,通常是利用放置在预先标记的表面上的计数器或令牌的多人桌面游戏。图板游戏的用途多种多样,尤其是在休閒娱乐活动中。它的使用人群广泛,从儿童、青少年、成人到老年人。它在家庭和教育机构中用于学习目的,在公司中由专业人员用于团队建立和社交。线上零售的普及、电子商务的成长以及人们对社交和团体游戏兴趣的復苏都是图板游戏扩张的强大推动力。图板游戏的显着成长要素包括社会对社交游戏兴趣的增加、向体验式和教育性游戏的文化转变以及对策略和战争模拟游戏的需求。然而,由于图板游戏的窒息危险和有毒化学物质的存在而导致的产品召回不断增加,阻碍了消费者的普及。此外,图板游戏知识产权的复杂问题给该行业的新进入者带来了挑战。然而各大厂商总是不遗余力地开发新的创新游戏,但又不侵犯现有游戏的专利或版权。群众集资游戏的出现、咖啡馆图板游戏的激增以及图板游戏在学习和发展活动中的日益采用,为该领域带来了广阔的成长机会。
主要市场统计 | |
---|---|
基准年[2023] | 131.2亿美元 |
预测年份 [2024] | 144.2亿美元 |
预测年份 [2030] | 256.2亿美元 |
复合年增长率(%) | 10.02% |
游戏类型 国际象棋比赛和锦标赛在世界范围内呈上升趋势
西洋棋是在一个方格棋盘上进行的,棋盘由「文件」(8 个垂直行,每行64 个小方格)和「等级」(8 个水平行,每行64 个小方格)组成。它由六枚棋子组成:兵、象、马、车、后、王,由两名玩家玩。 Lourdes 是图板游戏投掷骰子、移动棋子并相应地推进计数器。作为一款家庭机会游戏,它主要吸引寻求轻鬆、有趣互动的顾客。 Monopoly 是一款独特的房地产图板游戏,可供 2 至 8 名玩家玩。每位参与者的主要目标是保持财务迴旋余地,同时透过购买和开发财产使另一位参与者破产。拼字游戏是一种棋盘和图块游戏,其中两到四名玩家透过在方板上用字母图块组成单字来竞争。拼字游戏为消费者提供了丰富的语言体验。它的吸引力在于它能够满足语言和词彙丰富的需求,吸引了教育机构和家庭。
年龄层:25岁以上成年人对策略性和创新性游戏的需求
12-25 岁年龄层的人通常喜欢挑战策略性思考并包含社交互动元素的图板游戏。该人群也对与流行文化、历史和科学相关的主题游戏有着浓厚的兴趣。 2 至 5 岁的儿童喜欢互动、视觉刺激、寓教于乐的图板游戏。游戏主要旨在提高运动技能、颜色识别、基础数学和语言技能。在25岁以上的年龄层中,有许多图板游戏爱好者、收藏者、爱好者。高品质的组件、细緻的艺术作品和身临其境的故事叙述是团队寻求的关键要素。 25 岁以上的成年人通常喜欢策略、问答或冒险主题的图板游戏。 5 至 12 岁的消费者更喜欢引人入胜、令人兴奋且富有想像的图板游戏。从简单的任务到复杂的谜题,都有适合各种兴趣的主题。
销售管道便利商店导向带动网路商店扩张
大卖场和超级市场在图板游戏的销售中发挥着重要作用。这些宽敞的商业设施展示了涵盖各种主题和年龄层的多种图板游戏。网路购物平台提供全球可近性、便利性以及来自不同製造商的多种产品选择。在数位空间中,商店可以储存几乎无限的游戏,而不受实体空间的限制,这对寻找小众游戏或鲜为人知的游戏的客户很有吸引力。此外,随着网路普及的不断提高以及人们对网路购物的偏好,图板游戏市场的网路商店成长潜力巨大。专卖店在图板游戏领域尤其重要,因为它们可以满足经验丰富的图板游戏爱好者和收藏家的特定需求。这些利基零售商专注于图板游戏,并销售各种游戏,从流行的主流游戏到收藏版。店员对游戏非常了解,通常能够提供顾客专家建议。
区域洞察
由于不断的产品创新,美洲,特别是美国和加拿大对图板游戏的需求仍然强劲。人们对怀旧图板游戏的兴趣重新燃起,以及为现代玩家将经典游戏数位化的持续努力,都促进了图板游戏的成长。此外,千禧世代消费者的胃口不断增长,对创新和复杂游戏的需求也不断增加。由于多元化的供应商和强大的买家力量,欧盟图板游戏产业竞争非常激烈。值得注意的是,许多欧洲国家正在引领模拟游戏之夜运动,并围绕传统游戏培育社区。研究表明,人们越来越偏好环保游戏,促使产业参与者投资于永续生产方法。在亚太地区,日本、中国和印度等经济体提供本地和全球图板游戏图板游戏,以满足他们的文化和游戏偏好。政府透过竞赛和锦标赛来普及国际象棋等图板游戏的努力也刺激了消费者的兴趣。
FPNV定位矩阵
FPNV定位矩阵对于评估图板游戏市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对图板游戏市场供应商的现状进行深入而详细的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4. 竞争评估和情报:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况和製造能力进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.图板游戏市场的市场规模和预测是多少?
2.图板游戏市场预测期内需要考虑投资的产品、细分市场、应用程式和领域有哪些?
3.图板游戏市场的技术趋势与法规结构是什么?
4.图板游戏市场主要厂商的市场占有率是多少?
5. 进入图板游戏市场合适的型态或策略手段是什么?
[195 Pages Report] The Board Games Market size was estimated at USD 13.12 billion in 2023 and expected to reach USD 14.42 billion in 2024, at a CAGR 10.02% to reach USD 25.62 billion by 2030.
Board games refer to indoor games that are typically multi-player tabletop games utilizing counters or tokens positioned on a pre-marked surface. The application of board games stretches across various spectrums, particularly leisure and entertainment activities. Their end-use is predominantly found amongst a wide demographic from children, teenagers, and adults to the geriatric population. They are utilized in homes and educational institutions for learning purposes and by professionals in corporate setups for team building and social interaction. The prevalence of online retail, the growth of e-commerce, and a resurgence of interest in social and group-oriented gaming are all robust driving measures contributing to board game escalation. Notable growth factors for board games include increased public interest in social gameplay, a cultural shift towards experiential and educational gaming, and the demand for strategic and war simulation games. However, the growing incidences of product recall of board games due to choking hazards and the presence of toxic chemicals impede widespread adoption among consumers. Furthermore, complications related to the intellectual property rights of board games present challenges for new entrants in the industry. However, major manufacturers are constantly investing efforts to develop novel, innovative games without infringing on the patents or copyrights of existing games. The emergence of crowdfunded games, the surge in board games in cafes, and the increased adoption of board games in learning and development activities are presenting promising opportunities for growth in this space.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 13.12 billion |
Estimated Year [2024] | USD 14.42 billion |
Forecast Year [2030] | USD 25.62 billion |
CAGR (%) | 10.02% |
Game Type: Rising number of chess competitions and championships across the world
Chess is played on a square board made of 64 smaller squares arranged in eight vertical rows called files and eight horizontal rows called ranks. It consists of six chess pieces: pawn, bishop, knight, rook, queen, and king, and is played between two players. Ludo refers to a board game in which players advance counters by throwing dice and moving the disc pieces accordingly. As a luck-based family game, it primarily attracts customers seeking a light-hearted, entertainment-filled interaction. Monopoly is a unique real-estate board game played between two to eight players. Every player's primary aim is to remain financially solvent while forcing opponent players into bankruptcy by buying and developing pieces of property. Scrabble is a board-and-tile game in which two to four players compete by forming words with lettered tiles on a square board. Scrabble provides an enriching linguistic experience for consumers. Its appeal lies in its ability to cater to the language and vocabulary enhancement needs, attracting both educational institutions and households.
Age group: Demand for strategic and innovative games catering to adults above 25 Years
The 12-25 age group typically gravitates towards board games that challenge their strategic thinking and include a social interaction element. This demographic also shows a keen interest in games with themes related to pop culture, history, and science. Children in the age bracket between 2 and 5 prefer interactive and visually stimulating board games that focus more on fun and learning. Games are mainly designed to promote motor skills, color recognition, and basic math or language abilities. The above 25 years age category typically consists of active board game hobbyists, collectors, and enthusiasts. High-quality components, detailed artwork, and immersive storytelling are key elements desired by this group. Adults above 25 often enjoy board games that incorporate themes of strategy, trivia, and adventure. The preference for the age group of 5 to 12-year consumers leans toward engaging, exciting, and imaginative board games. The products here are wide-ranging, from simple quests to intricate puzzles, offering an array of themes that cater to diverse interests.
Sales Channel: Preference for convenience shopping leading to expansion of online stores
Hypermarkets and supermarkets play a crucial role in the sales of board games as they display a wide array of physical game products, catering to consumers who prefer to inspect physically before purchase. These spacious commercial venues showcase a broad assortment of board games covering various themes and age groups. Online shopping platforms provide global accessibility, convenience, and an extensive selection from various manufacturers. The digital space allows stores to stock virtually unlimited games without the constraint of physical space, making them attractive to customers seeking niche or less-known games. Additionally, due to the increasing internet penetration and preference for online shopping, the growth of online stores in the board games market shows significant promise. Specialty Stores are particularly vital in the context of board games as they cater to the specific needs of seasoned board game enthusiasts and collectors. These niche retail outlets focus entirely on board games, offering a wide array of games ranging from popular mainstream choices to obscure collector editions. Store staff often have deep knowledge about the games and can provide expert advice to customers.
Regional Insights
In the Americas, particularly in the United States and Canada, the demand for board games remains robust due to constant product innovation. A rejuvenated interest in nostalgic board games and ongoing initiatives to digitize classics for modern players contribute to the board games's growth. Furthermore, due to the increased spending power of millennial consumers, the demand for creative and complex games is on the rise. The board games industry in the EU is categorized by high buyer power and intense competition, driven by a diversified supplier landscape. Notably, many European countries are spearheading the trend of analog game nights,' fostering a community around traditional gaming. Research indicates a growing preference for eco-friendly board games, which has prompted industry players to invest in sustainable production methods. In the Asia-Pacific region, economies such as Japan, China, and India offer a mixture of local and global board games that uniquely cater to their culture and gameplay preferences. Government initiatives to promote board games such as chess through competitions and championships have also stimulated interest among consumers.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Board Games Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Board Games Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Board Games Market, highlighting leading vendors and their innovative profiles. These include Alderac Entertainment Group (AEG), AMIGO Games Inc., Arcane Wonders, Asmodee Group by Embracer Group, Atlas Games, Bezier Games Inc., Blue Orange Sarl, Buffalo Game LLC, Facade Games LLC, Gamelyn Games, Games Workshop Group PLC, Grey Gnome Games, HABA USA, Hasbro Inc., Mattel Inc., Mindware Inc., National Entertainment Collectibles Association Inc., Noris Spiele by Simba Dickie Group, Paizo Inc., Queen Games by XSET, R & R Games Inc., Ravensburger North America, Inc., Rio Grande Games, Schmidt Spiele GmbH, Spin Master Ltd, Steamforged Games Ltd., Tasty Minstrel Games, Thames & Kosmos., ThinkFun, Inc., and Wiener Spielkartenfabrik Ferd. Piatnik & Sohne.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Board Games Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Board Games Market?
3. What are the technology trends and regulatory frameworks in the Board Games Market?
4. What is the market share of the leading vendors in the Board Games Market?
5. Which modes and strategic moves are suitable for entering the Board Games Market?