市场调查报告书
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1261652
2022年至2028年全球桌面游戏市场规模、份额、行业趋势分析报告,按类型(角色扮演游戏、微型战争游戏)、分销渠道、应用(成人、家庭、儿童、派对)、区域展望和预测Global Table Top Games Market Size, Share & Industry Trends Analysis Report By Type (Role Playing Games and Miniature Wargames), By Distribution Channel, By Application (Adults, Family, Children and Party), By Regional Outlook and Forecast, 2022 - 2028 |
到 2028 年,桌游市场规模预计将达到 34 亿美元,预测期内復合年增长率为 5.2%。
人们很少站起来走动或跑来跑去。 儘管如此,一些“桌面游戏”需要其中的一部分。 桌面游戏的复杂程度各不相同。 游戏具有最小的复杂性。 一些桌面游戏很容易在玩游戏时学习,而另一些则需要大量的解释和练习才能完全理解。
棋牌游戏和卡牌游戏是最常见的游戏,但玩家喜欢的子类别也很多。 玩游戏通常是为了消磨时间、锻炼大脑以及与朋友和家人进行社交。 现在的游戏很多,每个人都可以很容易的选择适合自己的游戏。 有适合儿童和家庭的游戏、适合成人的派对游戏、适合情侣的游戏,甚至还有适合单人的游戏。
COVID-19 影响分析
COVID-19 的爆发增加了对桌面游戏的需求。 由于全世界都呆在家里以防止 COVID-19 的传播,桌面游戏已被证明是防止儿童和年轻人感到无聊的可行选择。 因此,COVID-19 的爆发无疑增加了对桌面游戏的需求,并产生了长期影响。 此外,零售店关闭导致的市场下滑被与关闭相关的需求增加所克服,市场显着扩大。
市场增长因素
桌面游戏有助于孩子的智力成长。
研究发现,与新手相比,棋盘游戏玩家伏隔核中的灰质较多,杏仁核中的灰质较少。 称为伏隔核的大脑部分处理与愉快和不愉快经历相关的环境输入。 它的作用是基于神经递质血清素和多巴胺,它们促进抑制和饱腹感。 增加伏隔核中的灰质可以带来更热情和振奋人心的体验。 杏仁核中灰质的减少可以减轻压力,让您过上平静的生活。
在线桌游的日益普及
在 COVID-19 封锁期间,人们可以呆在家里与朋友和家人一起玩多人棋盘游戏。 同时,各类手机桌游的发展为消费者开闢了玩乐解闷的新可能,在疫情期间发挥了不可估量的作用。 随着智能手机桌面游戏的出现,许多平台举办了大奖池游戏锦标赛。 桌面游戏在在线平台上的普及率飙升,推动了市场的增长。
市场製约因素
关于製造桌游的环境影响
大部分碳影响来自交通。 比赛用集装箱、飞机、卡车、货车等长途运输,到达各地。 游戏盒的收缩包装防止零件在附近的游戏商店被盗,防止盒子在运输过程中打开和散落零件,并为未来的所有者保持游戏闪亮和无划痕。维护和是一个重要原因污染。 因此,不利的环境影响预计将阻碍市场增长。
应用展望
根据应用,桌游市场分为儿童、成人、家庭和聚会。 2021 年,成人细分市场将占据桌游市场最高的收入份额。 这是因为一些传统游戏,例如国际象棋,既测试创造性思维过程又测试分析性思维过程,从而刺激大脑的两侧。 即使只是学习规则和玩新游戏也会增强你的大脑。 许多桌上玩家说他们玩是为了放鬆和放鬆。 许多棋盘游戏会让你发笑并刺激你的内啡□。 此外,享受乐趣这个简单的行为可以提高血清素,减少焦虑症状,并增强生活其他方面的积极性。
按类型划分的前景
按类型划分,桌游市场分为微型战争游戏和角色扮演游戏。 角色扮演游戏板块在 2021 年桌游市场中的收入份额最大。 这种增长是由于市场上种类繁多的角色扮演游戏。 RPG 复杂的故事情节和角色构建系统吸引了游戏玩家的热情支持,他们构建独特的角色并磨练自己的技能来进化角色。
分销渠道展望
按分销渠道,桌游市场分为线上和线下。 到 2021 年,在线业务在桌游市场的收入份额将占据显着份额。 这是由于越来越多的在线存在和对移动游戏平台的轻鬆访问。 发展中国家互联网媒体的快速发展和不断增长的劳动人口也是如此。 移动游戏行业的一些主要驱动因素是这些平台的在线存在度不断提高且访问方便。
区域展望
它按地区分析了北美、欧洲、亚太地区和 LAMEA 的桌游市场。 欧洲地区将在 2021 年以最大的收入份额引领桌游市场。 这是因为桌游在欧洲有相当大的市场。 欧洲千禧一代玩棋盘游戏的人数显着增加。 该地区还生产微型兵棋。 欧洲桌游行业有很多企业,包括中小型企业 (SME)。 中小企业占企业的大多数,在欧洲经济结构中发挥着至关重要的作用,尤其是在企业众多的地区。
The Global Table Top Games Market size is expected to reach $3.4 billion by 2028, rising at a market growth of 5.2% CAGR during the forecast period.
Any game commonly played on a flat surface, primarily a table, is called a table top game. Table top games include, among others, miniature wargames, board games, dice games, role-playing games, pencil & paper games, card games, and tile-laying games. Tabletop games don't have a set minimum or a maximum number of players. For beginning and intermediate players, game publishers and businesses provide a variety of miniature war games and role-playing games.
A tabletop game is a general phrase that refers to various game kinds and styles often played on a flat surface. This typically implies that they are played on top of a table so players can sit around it and enjoy themselves. However, it is not necessary. More than anything, it is meant to indicate that the game can be contained wholly in a small, flat area.
Rarely do people get up and move around or run about. Nonetheless, some "tabletop games" can need some of this. The complexity of tabletop games varies greatly. There is only a minimum level of complexity for games. Some tabletop games are so easy to learn that one can do it while the game is still in progress, whereas some would want much explanation and practice to comprehend completely.
The most common games are board and card games, and even within those categories, players may like numerous smaller subcategories. People typically play games to pass the time, keep their minds active, and foster social interaction with friends and family. Nowadays, so many games are available that anyone can easily select the one that best suits their needs. There are games for children and families, adult party games, games for couples, and even solo games.
COVID-19 Impact Analysis
The COVID-19 outbreak has raised the demand for tabletop games. During the lockdown restrictions throughout the world, people stayed at home to prevent the spread of COVID-19, and during that time, tabletop games proved to be an effective option for keeping children and young adults busy. Thus, the breakout of COVID-19 has undoubtedly raised the demand for table top gaming, producing a long-lasting influence. The initial fall of the market due to the closure of many retail stores was overcome by the increased demands due to lockdowns, and the market saw a prominent expansion.
Market Growth Factors
Table top games aids in mental growth of children
Researches revealed that compared to novices, board game players had increased grey matter in the nucleus accumbens and decreased grey matter in the amygdala. A part of the brain called the nucleus accumbens processes environmental inputs linked to pleasurable or unpleasant experiences. Its operation is based on the neurotransmitters serotonin and dopamine, which encourage inhibition and satiety. Increasing grey matter in the nucleus accumbens produces more enthusiastic and uplifting experiences. Stress reduction and an increase in serenity are caused by a decrease in grey matter in the amygdala.
The growing popularity of online table top games
People could have fun with their friends and family during the COVID-19 lockdown by playing multiplayer board games without leaving their homes. On the other hand, the development of various board games on mobile phones has opened up many new possibilities for consumers to have fun and save themselves from boredom which came in handy during the pandemic. With the introduction of table top games for smartphones, many tournaments for these games were staged across numerous platforms with a sizable prize pool. The adoption of the table top games on online platforms has surged their popularity and propelled market growth.
Market Restraining Factors
The adverse effect of the manufacturing of table top games on the environment
A significant amount of their carbon impact comes from shipping. The games are transported over great distances in shipping containers, aircraft, lorries, and vans before they arrive at various places. The game box's shrink wrap, which prevents wandering hands from swiping parts in nearby game stores, ensures the box won't open during shipping and disperse pieces, and maintains the game sparkling and scratch-free for future owners, is the major contributor to the pollution. Hence, the market growth is anticipated to get hampered due to its adverse effect on the environment.
Application Outlook
Based on application, the table top games market is segmented into children, adults, family and party. The adults segment held the highest revenue share in the table top games market in 2021. This is because, several traditional games, such as chess, test both creative and analytical mental processes, stimulating both sides of the brain. Even learning the rules and playing a new game will strengthen the player's brain. Many table players claim they play to relax and unwind. Many board games induce laughing, which stimulates endorphins. Furthermore, the simple act of having fun can promote serotonin, alleviate anxiety symptoms, and increase motivation in other aspects of life.
Type Outlook
On the basis of type, the table top games market is divided into miniature wargames and role playing games. The role playing games segment witnessed the largest revenue share in the table top games market in 2021. The growth is attributed due to the presence of numerous varieties of RPGs in the market. RPGs' intricate storylines and character-building systems draw in a devoted following of gamers who construct distinctive characters and hone their skills to advance their characters.
Distribution Channel Outlook
By distribution channel, the table top games market is classified into online and offline. The online segment garnered a prominent revenue share in the table top games market in 2021. This is because of the growing online presence and simple access to mobile gaming platforms. There is a rapid development of internet media and an increase in the working population throughout developing countries. Some of the key growth drivers for the industry for mobile gaming are the increasing online presence and the simple accessibility of these platforms.
Regional Outlook
Region-wise, the table top games market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Europe region led the table top games market by generating the maximum revenue share in 2021. This is due to the fact that the tabletop games have a sizable market in Europe. In Europe, the number of millennials who play board games is rising noticeably. The region also produces miniature wargames. Europe's tabletop games industry has many businesses, including small and medium-sized firms (SMEs). SMEs, make up the majority of companies and are crucial to the economic structure of Europe, especially in the rural areas where most businesses are found.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Buffalo Games, LLC (Mason Wells), Mattel, Inc., Asmodee (Embracer Group AB), Hasbro, Inc., Grand Prix International, NSF Games (Nederlandse Spellenfabriek), Korea BoardGames Co., Ltd., Australian Design Group, Goliath Games LLC, and Ravensburger AG
Recent Strategies Deployed in Table Top Games Market
Partnerships, Collaborations and Agreements:
Apr-2023: Hasbro came into partnership with Panini America, a sports trading cards publisher, to introduce NBA Prizm Trading Cards to a new Board Game. Through this partnership, the power of the NBA trading card from Panini would be combined with Hasbro's iconic Monopoly to bring Monopoly Prizm, a new NBA trading card edition of the classic Monopoly game. With Monopoly Prizm, players would be able to trade and compete with NBA Prizm trading cards.
Oct-2022: Hasbro extended its partnership with Renegade Game Studios, a creator and publisher of board games, to develop Gaming Classics. With this expansion, Renegade would bring new versions of the classic game Risk featuring Hasbro's well-known strategy games, delivering users a collection of the latest battles and themes for the Axis & Allies brand. The new editions would incorporate Power Rangers, Transformers, and G.I. JOE.
Sep-2022: Asmodee entered into collaboration with Z-Man Games, a board game company, to launch Tabletop Game, namely, Challengers. Through this partnership, Z-Man Games would empower Asmodee in offering users an innovative Tabletop Game, Challengers, that would be a tournament of up to eight participants challenging one another at the same time in a strategic deck-building tournament.
Jul-2022: Mattel, Inc. signed an agreement with SpaceX, an American spacecraft manufacturer, for developing and marketing products that encourage kids and collectors toward space exploration. With this agreement, Mattel would launch SpaceX-themed toys under its renowned Matchbox brand, for developing interest among kids in space exploration.
Oct-2021: Mattel's UNO, came into partnership with Nike, an American multinational corporation engaged in footwear manufacturing and selling, to develop a product line encompassing the game's renowned colors, design components, and a unique 3-4 card design. Nike's footwear line would feature Nike's signature Zoom Freak 3, Air Force 1, and Offline with UNO colorways and Giannis's design. With this partnership, UNO!, a mobile app, would combine the Giannis-branded UNO deck to utilize on iOS and Android devices, enabling players to use the 'force a turnover' rule and personalize their profiles with themed rewards.
Product Launches and Expansions:
Jul-2022: Hasbro announced the launch of classic board games that would now be available in Tamil. The game board and action cards of the games namely, the Monopoly board game, and Monopoly Deal Card game would now also be provided with packaging, instructions, and elements in the Tamil language, empowering Hasbro to strengthen local sourcing and manufacturing in India.
Feb-2022: Hasbro released a creative play and entertainment portfolio including My Little Pony, Peppa Pig, and Power Rangers entertainment games. The lineup would cover categories such as action, arts & crafts, fashion, sports action, etc. to provide engaging play and entertainment experiences to customers.
Aug-2021: Mattel together with Etermax, a game developer, unveiled Trivia Crack-The Board Game. Trivia Crack is a highly interactive family game. With the introduction of Trivia Crack, Instagram users would be able to challenge their opponents for free, and that too from anywhere.
Acquisitions and Mergers:
Mar-2023: Buffalo took over EastPoint Sports, a New Jersey-based company that specializes in offering yard games, to improve Buffalo's suite incorporating outdoor and indoor games. Through this acquisition, EastPoint's popular products would empower Buffalo in providing its customers with an enhanced suite of outdoor games such as tailgate and lawn games as well as indoor games including darts and air hockey.
May-2022: Hasbro acquired Dungeons & Dragons (D&D), a tabletop role-playing game. With this acquisition, D&D expertise in delivering role-playing games focussing on offering engaging experiences to players would be leveraged by Wizards of the Coast, a subsidiary of Hasbro, Inc., in advancing its capabilities in providing a distinct ecosystem of innovative tabletop and digital games to intensify player engagement and satisfaction.
Feb-2021: Asmodee completed the acquisition of Board Game Arena, an online platform for playing board games. With the support of Arena, Asmodee's suite of board games would be digitalized to offer Asmodee's customers powerful virtual tabletop games.
Market Segments covered in the Report:
By Type
By Distribution Channel
By Application
By Geography
Companies Profiled
Unique Offerings from KBV Research
List of Figures