封面
市场调查报告书
商品编码
1646323

图板游戏市场规模、份额和成长分析(按游戏类型、年龄层、销售管道和地区)- 2025-2032 年产业预测

Board Games Market Size, Share, Growth Analysis, By Game Type (Monopoly, Scrabble), By Age Group (2-5 Years, 5-12 Years), By Sales Channel, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计到 2023 年全球图板游戏市场规模将达到 143.2 亿美元,并从 2024 年的 157.7 亿美元增长到 2032 年的 340.4 亿美元,预测期内(2025-2032 年)的复合年增长率为 10.1%。

随着数位化技术的进步,图板游戏市场持续成长,因为家长们对透过有趣的游戏来提升孩子的分析能力的兴趣日益浓厚。这种传统的身体互动,结合了棋子和标记棋盘,吸引了世界各地的成人和儿童。教育机构经常采用基于策略的游戏来培养学生的分析思维。随着高所得者寻求休閒,图板游戏产业必将成长。时间限制的增加和远距工作的转变使得家庭优先考虑在一起度过的高品质时间,进一步增加了对这些游戏的需求。预计未来美国图板游戏市场仍将持续持续成长。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024 年)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 客户和购买标准分析

图板游戏市场规模(按游戏类型和复合年增长率) (2025-2032)

  • 市场概况
  • Monopoly
  • Scrabble
  • Chess
  • 其他的

图板游戏市场规模(依年龄层划分)及复合年增长率(2025-2032 年)

  • 市场概况
  • 2至5年
  • 5至12岁
  • 12至25岁
  • 年龄 25 岁或以上

图板游戏市场规模(按销售管道和复合年增长率) (2025-2032)

  • 市场概况
  • 网路商店
  • 专卖店
  • 大卖场和超级市场
  • 其他的

图板游戏市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲国家
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前 5 家公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采用的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024 年)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按细分市场分析市场份额
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Hasbro, Inc.(USA)
  • Mattel, Inc.(USA)
  • Ravensburger AG(Germany)
  • Asmodee Editions(France)
  • Goliath BV(Netherlands)
  • Grand Prix International(Thailand)
  • Games Workshop Group PLC(UK)
  • Fantasy Flight Games(USA)
  • Spin Master Corp.(Canada)
  • IELLO Games(France)
  • CMON Limited(Singapore)
  • WizKids/NECA(USA)
  • Grey Fox Games(USA)
  • Kosmos(Germany)
  • HABA(Germany)
  • Blue Orange Games(USA)
  • Z-Man Games(USA)
  • Pegasus Spiele(Germany)
  • Plan B Games(Canada)
  • Renegade Game Studios(USA)

结论和建议

简介目录
Product Code: SQMIG25J2057

Global Board Games Market size was valued at USD 14.32 billion in 2023 and is poised to grow from USD 15.77 billion in 2024 to USD 34.04 billion by 2032, growing at a CAGR of 10.1% during the forecast period (2025-2032).

The board games market continues to thrive amidst digital advancements, driven by a resurgence in interest from parents seeking to enhance their children's analytical skills through engaging gameplay. This tradition of physical interaction, with its combination of pieces and marked boards, appeals to both adults and children worldwide. Educational institutions often incorporate strategy-based games to foster analytical thinking among students. As more individuals within higher income brackets seek recreational activities, the board games sector is poised for growth. Increasing time constraints and a shift towards remote work have led families to prioritize quality time together, further fueling demand for these games. The US board games market is projected to experience sustainable growth in the coming years.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Board Games market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Board Games Market Segments Analysis

Global Board Games Market is segmented by Game Type, Age Group, Sales Channel and region. Based on Game Type, the market is segmented into Monopoly, Scrabble, Chess and Others. Based on Age Group, the market is segmented into 2-5 Years, 5-12 Years, 12-25 Years and Above 25 Years. Based on Sales Channel, the market is segmented into Online Stores, Specialty Stores, Hypermarkets & Supermarkets and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Board Games Market

The Global Board Games market is experiencing significant growth driven by the expanding customer base and increasing interest in board games worldwide. This surge in popularity is largely fueled by the rise of e-commerce, which has made these games more accessible to a broader audience. As online shopping continues to gain traction, more consumers are discovering and purchasing board games, thus stimulating demand within the industry. This trend reflects a shift in social interaction preferences, as people seek engaging and entertaining ways to connect with family and friends, ultimately propelling the growth of the global board games market.

Restraints in the Global Board Games Market

The global board games market is likely to encounter significant challenges due to the increasing popularity of online multiplayer games and virtual entertainment options. As digital gaming continues to expand rapidly, it attracts a broader audience, diverting attention away from traditional board games. This shift in consumer preference poses a restraint on the board game industry, as potential players are drawn to the immersive experiences and social interactions offered by virtual platforms. Consequently, board game manufacturers must adapt to these emerging trends in order to remain competitive and relevant in a landscape increasingly dominated by digital alternatives.

Market Trends of the Global Board Games Market

The Global Board Games market is experiencing a notable trend driven by the increase in leisure time, particularly during the extended shutdowns of workplaces worldwide. This shift has led to a surge in the popularity of strategy and war games, appealing to game enthusiasts seeking immersive experiences at home. With more consumers prioritizing family engagement and social interactions, board games have become a prevalent choice for recreation, shaping a vibrant market landscape. This trend reflects a significant pivot towards residential gaming, favoring games that stimulate strategic thinking and collaboration, ultimately driving growth in sales and innovation within the board game industry.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Customer & Buying Criteria Analysis

Global Board Games Market Size by Game Type & CAGR (2025-2032)

  • Market Overview
  • Monopoly
  • Scrabble
  • Chess
  • Others

Global Board Games Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • 2-5 Years
  • 5-12 Years
  • 12-25 Years
  • Above 25 Years

Global Board Games Market Size by Sales Channel & CAGR (2025-2032)

  • Market Overview
  • Online Stores
  • Specialty Stores
  • Hypermarkets & Supermarkets
  • Others

Global Board Games Market Size & CAGR (2025-2032)

  • North America (Game Type, Age Group, Sales Channel)
    • US
    • Canada
  • Europe (Game Type, Age Group, Sales Channel)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Game Type, Age Group, Sales Channel)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Game Type, Age Group, Sales Channel)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Game Type, Age Group, Sales Channel)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Hasbro, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mattel, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ravensburger AG (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Asmodee Editions (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Goliath B.V. (Netherlands)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Grand Prix International (Thailand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Games Workshop Group PLC (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fantasy Flight Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Spin Master Corp. (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IELLO Games (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CMON Limited (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WizKids/NECA (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Grey Fox Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kosmos (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HABA (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blue Orange Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Z-Man Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pegasus Spiele (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Plan B Games (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Renegade Game Studios (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations