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市场调查报告书
商品编码
1591677

游戏和益智市场 - 全球产业规模、份额、趋势、机会和预测,按类型、授权、配销通路、地区和竞争细分,2019-2029F

Games and Puzzle Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type, By Licensing, By Distribution Channel, By Region & Competition, 2019-2029F

出版日期: | 出版商: TechSci Research | 英文 181 Pages | 商品交期: 2-3个工作天内

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简介目录

2023 年,全球游戏和益智市场价值为 156.3 亿美元,到 2029 年将成长 406.2 亿美元,预测期内复合年增长率为 17.29%。近年来,在消费者兴趣上升和技术进步的推动下,全球游戏和益智市场大幅成长。传统的棋盘游戏和实体拼图仍然很受欢迎,尤其是在家庭聚会和社交活动期间。然而,由于数位平台的日益普及,市场已显着扩大。

市场概况
预测期 2025-2029
2023 年市场规模 156.3亿美元
2029 年市场规模 406.2亿美元
2024-2029 年复合年增长率 17.29%
成长最快的细分市场 在线的
最大的市场 亚太地区

行动游戏彻底改变了整个产业,使游戏和谜题更容易被更广泛的受众所接受。在智慧型手机和平板电脑上玩游戏的便利性吸引了从幼儿到老年人的各种人群。这种转变也刺激了利用扩增实境 (AR) 和虚拟实境 (VR) 技术的创新游戏设计和互动谜题的发展。游戏产业的成长很大程度上是由年轻人对游戏的兴趣日益浓厚所推动的。研究表明,91% 的 Z 世代男性和 84% 的千禧世代经常玩电子游戏。此外,游戏在行动用户中的日益普及正在显着推动市场需求。这些趋势是游戏和益智游戏市场扩张的关键驱动力。

COVID-19 大流行在提振市场方面发挥了关键作用,因为封锁和社交距离措施导致人们寻求室内娱乐选择。因此,对实体拼图和数位游戏的需求激增,许多公司的销售额创下了纪录。

主要市场驱动因素

社群媒体的影响

电子商务的兴起

技术进步

消费者偏好的转变

主要市场挑战

盗版和智慧财产权问题

科技变革的快速步伐

不同地区的消费者偏好不同

主要市场趋势

数位游戏平台的兴起

传统棋盘游戏和谜题的復兴

先进技术的整合

越来越关注教育游戏

细分市场洞察

类型洞察

区域洞察

目录

第 1 章:简介

第 2 章:研究方法

第 3 章:执行摘要

第 4 章:客户之声

第 5 章:全球游戏与益智游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型(棋盘游戏、卡片游戏、拼图)
    • 按许可(许可、非许可)
    • 按配销通路(线下、线上)
    • 按地区划分
    • 按排名前 5 名的公司及其他 (2023 年)
  • 全球游戏与益智游戏市场地图与机会评估
    • 按类型
    • 透过许可
    • 按配销通路
    • 按地区划分

第 6 章:北美游戏与益智游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型
    • 透过许可
    • 按配销通路
    • 按国家/地区
  • 北美:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第 7 章:亚太地区游戏与益智游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型
    • 透过许可
    • 按配销通路
    • 按国家/地区
  • 亚太地区:国家分析
    • 中国
    • 日本
    • 印度
    • 澳洲
    • 韩国
    • 印尼

第 8 章:欧洲游戏与益智游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型
    • 透过许可
    • 按配销通路
    • 按国家/地区
  • 欧洲:国家分析
    • 法国
    • 英国
    • 义大利
    • 德国
    • 西班牙

第 9 章:南美游戏与益智游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型
    • 透过许可
    • 按配销通路
    • 按国家/地区
  • 南美洲:国家分析
    • 阿根廷
    • 哥伦比亚
    • 巴西

第 10 章:中东和非洲游戏和益智市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按类型
    • 透过许可
    • 按配销通路
    • 按国家/地区
  • 中东和非洲:国家分析
    • 南非
    • 沙乌地阿拉伯
    • 阿联酋
    • 土耳其

第 11 章:市场动态

  • 司机
  • 挑战

第 12 章:COVID-19 对全球游戏与益智市场的影响

  • 影响评估模型
    • 受影响的关键领域
    • 受影响的关键地区
    • 受影响的主要国家

第 13 章:市场趋势与发展

第14章:竞争格局

  • 公司简介
    • Buffalo Games, LLC
    • Hasbro, Inc.
    • Asmodee Holding
    • Blue Orange Games, Inc.
    • Mattel, Inc.
    • Ravensburger AG
    • Schmidt Spiele GmbH
    • Revoba LLC (Cubicfun)
    • Spin Master Ltd
    • PlayMonster LLC

第 15 章:策略建议/行动计划

  • 重点关注领域
  • 按类型分類的目标
  • 按配销通路分類的目标

第16章调查会社について・免责事项

简介目录
Product Code: 24635

Global games and puzzle market was valued at USD 15.63 billion in 2023 and is to grow USD 40.62 billion by 2029 with a CAGR of 17.29% during the forecast period. The global games and puzzle market has seen substantial growth in recent years, fueled by rising consumer interest and technological advancements. Traditional board games and physical puzzles continue to be popular, especially during family gatherings and social events. However, the market has significantly expanded due to the increasing adoption of digital platforms.

Market Overview
Forecast Period2025-2029
Market Size 2023USD 15.63 Billion
Market Size 2029USD 40.62 Billion
CAGR 2024-202917.29%
Fastest Growing SegmentOnline
Largest MarketAsia Pacific

Mobile gaming has revolutionized the industry, making games and puzzles more accessible to a broader audience. The convenience of playing on smartphones and tablets has attracted a diverse demographic, from young children to older adults. This shift has also spurred the development of innovative game designs and interactive puzzles that leverage augmented reality (AR) and virtual reality (VR) technologies. The growth in the gaming industry is largely driven by the increasing inclination of youth toward gaming. Research shows that 91% of Gen Z males and 84% of millennials regularly play video games. Furthermore, the rising popularity of gaming among mobile users is significantly boosting market demand. These trends are key drivers of the games and puzzle market's expansion.

The COVID-19 pandemic played a pivotal role in boosting the market, as lockdowns and social distancing measures led people to seek indoor entertainment options. Consequently, there was a surge in demand for both physical puzzles and digital games, with many companies reporting record sales.

Key Market Drivers

Influence of Social Media

Social media has become a powerful driver in the promotion and popularity of games and puzzles. Platforms like Instagram, TikTok, and YouTube are filled with influencers and content creators who showcase their gaming experiences, often leading to viral trends. This exposure can significantly boost the visibility and sales of certain games and puzzles.

User-generated content also plays a vital role. Many gamers share their gameplay experiences, tips, and tricks online, fostering a community of enthusiasts who engage with and promote various games and puzzles. Social media challenges and competitions can further enhance the appeal of these products, driving consumer interest and engagement.

Rise of E-commerce

The rise of e-commerce has revolutionized the way consumers purchase games and puzzles. Online retail platforms offer a vast selection of products from around the world, making it easier for consumers to find and buy games and puzzles that suit their preferences. The convenience of online shopping, coupled with detailed product reviews and recommendations, has made it a preferred method for many consumers.

Moreover, e-commerce platforms enable smaller, independent game developers to reach a global audience. Crowdfunding platforms like Kickstarter have also become popular avenues for launching new games and puzzles, allowing developers to gauge consumer interest and secure funding before going into full production. This democratization of the market has led to a greater diversity of products and has fostered innovation within the industry.

Technological Advancements

One of the primary drivers of growth in the games and puzzle market is technological advancement. The advent of digital platforms has transformed traditional gaming experiences, making them more accessible and engaging. Mobile technology, in particular, has played a crucial role. Smartphones and tablets have become ubiquitous, allowing consumers to play games and solve puzzles on the go. This convenience has broadened the market's demographic reach, attracting both young and older audiences. According to the study, the gaming industry has experienced considerable transformations. In 2023, the industry saw an impressive influx of new game releases, reflecting a solid year for the sector. Despite this surge, the average playtime dedicated to new games increased modestly. Specifically, the share of new game playtime rose from 19% in 2022 to 23% in 2023, marking a 4% increase. This indicates that while new releases are capturing more player interest, the overall growth in playtime for these new games is relatively incremental compared to the total gaming time. This trend highlights both the enduring popularity of established titles and the growth of the market.

Furthermore, the integration of augmented reality (AR) and virtual reality (VR) technologies has created new opportunities for immersive gaming experiences. AR games like Pokemon GO have demonstrated the potential of blending digital and physical worlds, while VR provides an entirely new way to engage with puzzles and games. These technologies not only enhance user experience but also drive continuous innovation in game design.

Shifting Consumer Preferences

Consumer preferences are rapidly evolving, with a growing interest in interactive and social gaming experiences. Traditional board games and puzzles remain popular, but there is a noticeable shift towards digital and hybrid formats. During the COVID-19 pandemic, many people turned to games and puzzles as a means of indoor entertainment, leading to a surge in demand. This trend has persisted even post-pandemic, as consumers have developed a renewed appreciation for these activities.

The increasing popularity of escape room games and cooperative board games reflects a desire for collaborative and social experiences. Consumers are seeking games that offer more than just entertainment; they want opportunities for social interaction and mental stimulation. This shift is encouraging game developers to create products that cater to these preferences, blending traditional gameplay with modern, interactive elements.

Key Market Challenges

Piracy and Intellectual Property Issues

Piracy and intellectual property (IP) theft are significant challenges in the global games and puzzle market. Digital games are particularly vulnerable to piracy, with unauthorized copies easily distributed online. This not only results in lost revenue but also undermines the investment made in developing original content. For physical puzzles and board games, counterfeit products can flood the market, often sold at lower prices and with inferior quality. These counterfeit goods can harm the reputation of original brands and deter consumers from purchasing legitimate products.

Protecting IP requires robust legal measures and enforcement, which can be costly and complex, especially in international markets. Companies must navigate different legal systems and enforcement practices, making it difficult to ensure consistent protection worldwide. Additionally, educating consumers about the importance of purchasing legitimate products and the risks associated with pirated or counterfeit goods is an ongoing challenge.

Rapid Pace of Technological Change

The rapid pace of technological change is both a driver and a challenge for the games and puzzle market. While new technologies like augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) create exciting opportunities for innovation, they also require continuous adaptation and investment. Companies must stay abreast of the latest technological trends to remain relevant, which can be resource-intensive and risky.

For many companies, especially smaller ones, the costs associated with adopting and integrating new technologies can be prohibitive. Additionally, the fast-paced nature of technological advancements means that products can quickly become outdated. This necessitates a constant cycle of development and updates, which can strain resources and impact profitability. Furthermore, there is always a risk that investments in new technologies may not yield the expected returns if consumer adoption does not meet projections.

Varying Consumer Preferences Across Different Regions

The global nature of the games and puzzle market means that consumer preferences can vary widely across different regions. Cultural differences, economic conditions, and local trends all influence what types of games and puzzles are popular in different parts of the world. For instance, while certain board games may be hugely popular in North America, they might not resonate as well with consumers in Asia or Europe.

Understanding and catering to these diverse preferences require extensive market research and localization efforts. Companies must tailor their products and marketing strategies to suit different regional tastes, which can be complex and costly. Additionally, economic disparities mean that pricing strategies need to be adjusted to match the purchasing power of consumers in different markets. Striking the right balance between global reach and local relevance is a constant challenge for companies operating in this space.

Key Market Trends

Rise of Digital Gaming Platforms

One of the most significant trends in the global games and puzzle market is the increasing popularity of digital gaming platforms. With the widespread adoption of smartphones, tablets, and other mobile devices, digital games have become more accessible than ever. Mobile gaming, in particular, has seen explosive growth, driven by the convenience of playing anytime and anywhere. App stores are filled with a vast array of games and puzzles, catering to all age groups and interests. According to the report, the video game industry stands as a giant in the entertainment and media (E&M) sector, currently experiencing an unprecedented surge in popularity and profitability. Total revenue for the industry is projected to increase from USD 262 billion in 2023, with continued growth anticipated in the forecast period. This expansion is driven by the industry's success in engaging a broad audience, especially young adults, a demographic that attracts premium advertising rates. These factors are significantly boosting market demand.

Digital platforms offer several advantages, including instant access to new games, frequent updates, and the ability to connect with other players online. This connectivity has led to the rise of multiplayer and social games, where players can compete or collaborate with friends and strangers worldwide. The digital format also allows for innovative gameplay mechanics and interactive experiences that are not possible with traditional physical games.

Resurgence of Traditional Board Games and Puzzles

Despite the growth of digital gaming, traditional board games and puzzles have experienced a resurgence in popularity. This trend is partly driven by a desire for more tangible and social gaming experiences. Board games and puzzles provide opportunities for face-to-face interaction, making them a popular choice for family gatherings, parties, and social events.

The board game market has expanded with a wide variety of themes and mechanics, appealing to different interests and skill levels. From strategy games to cooperative and storytelling games, there is something for everyone. Puzzle games, including jigsaw puzzles and brain teasers, have also seen a revival, particularly during the COVID-19 pandemic when people sought engaging indoor activities.

Integration of Advanced Technologies

Advanced technologies are transforming the games and puzzle market, creating new possibilities for innovation and immersive experiences. Augmented reality (AR) and virtual reality (VR) are at the forefront of this trend, offering unique ways to interact with games and puzzles. AR games like Pokemon GO blend digital elements with the physical world, providing an engaging and interactive experience. VR, on the other hand, offers fully immersive environments where players can explore and interact in ways that were previously unimaginable.

Artificial intelligence (AI) is another technology making significant inroads into the market. AI can enhance gameplay by creating more intelligent and adaptive opponents, offering personalized experiences, and generating content procedurally. For example, AI can be used to design puzzles that adjust in difficulty based on the player's skill level, ensuring a challenging yet enjoyable experience.

Growing Focus on Educational Games

Educational games and puzzles are gaining traction as parents and educators recognize their potential for learning and development. These games combine entertainment with educational content, making learning fun and engaging for children and adults alike. The market for educational games spans various subjects, including mathematics, language arts, science, and history, catering to different age groups and learning levels.

Gamification of education leverages game design elements such as points, levels, and rewards to motivate and engage learners. This approach has been shown to improve retention and understanding of educational material. Additionally, educational games often promote critical thinking, problem-solving, and collaboration skills, making them valuable tools in both formal and informal educational settings.

Segmental Insights

Type Insights

Board games have emerged as the dominant segment in the global games and puzzle market, driven by their enduring appeal and versatile gameplay options. Unlike digital games, board games offer tangible, face-to-face interactions that enhance social bonding and provide a shared experience among players. This tactile, social aspect continues to attract a wide range of consumers, from families to avid gamers.

The resurgence of board games has been fueled by a growing interest in nostalgia and the desire for unplugged entertainment. Modern board games offer innovative mechanics and themes that cater to diverse interests, including strategy, cooperative play, and immersive storytelling. Popular titles often become cultural phenomena, spurring renewed interest and sales in the segment.

The rise of game cafes and board game conventions has further boosted the segment's visibility and appeal. These venues provide social spaces for gamers to explore new titles and participate in organized play. The board games segment's dominance is also supported by its adaptability to various consumer preferences and market trends, ensuring its continued prominence in the global games and puzzle market.

Regional Insights

The Asia Pacific region is the dominant force in the global games and puzzle market, driven by its large and diverse consumer base, rapid technological advancements, and increasing disposable incomes. Countries like China, Japan, South Korea, and India are major contributors, with their robust gaming cultures and growing digital infrastructure significantly impacting the market.

China, in particular, has emerged as a global leader, with its expansive gaming industry and a substantial number of gamers. The country's technological innovation and high smartphone penetration have bolstered mobile gaming, which is a key segment of the market. Japan and South Korea are renowned for their strong gaming traditions and technological expertise, continually producing popular games and advanced gaming hardware.

In addition, the increasing middle-class population and higher disposable incomes in India are fueling demand for both digital and physical games and puzzles. The region's young, tech-savvy population is driving growth in mobile and online gaming, while traditional board games and puzzles remain popular for family entertainment. The Asia Pacific region's combination of technological progress, cultural enthusiasm, and economic growth makes it the leading market in the global games and puzzle industry.

Key Market Players

  • Buffalo Games, LLC
  • Hasbro, Inc.
  • Asmodee Holding
  • Blue Orange Games, Inc.
  • Mattel, Inc.
  • Ravensburger AG
  • Schmidt Spiele GmbH
  • Revoba LLC (Cubicfun)
  • Spin Master Ltd
  • PlayMonster LLC

Report Scope:

In this report, the Global Games and Puzzle Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Games and Puzzle Market, By Type:

  • Board Games
  • Card Games
  • Puzzles

Games and Puzzle Market, By Licensing:

  • Licensed
  • Non-licensed

Games and Puzzle Market, By Distribution Channel:

  • Offline
  • Online

Games and Puzzle Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Indonesia
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • South America
    • Argentina
    • Colombia
    • Brazil
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE
    • Turkey

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Games and Puzzle Market.

Available Customizations:

Global Games and Puzzle Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Introduction

  • 1.1. Product Overview
  • 1.2. Key Highlights of the Report
  • 1.3. Market Coverage
  • 1.4. Market Segments Covered
  • 1.5. Research Tenure Considered

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Market Overview
  • 3.2. Market Forecast
  • 3.3. Key Regions
  • 3.4. Key Segments

4. Voice of Customer

  • 4.1. Brand Awareness
  • 4.2. Brand Preference
  • 4.3. Factor Influencing Purchase Decision

5. Global Games and Puzzle Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type Market Share Analysis (Board Games, Card Games, Puzzles)
    • 5.2.2. By Licensing Market Share Analysis (Licensed, Non-licensed)
    • 5.2.3. By Distribution Channel Market Share Analysis (Offline, Online)
    • 5.2.4. By Regional Market Share Analysis
      • 5.2.4.1. North America Market Share Analysis
      • 5.2.4.2. Europe Market Share Analysis
      • 5.2.4.3. Asia Pacific Market Share Analysis
      • 5.2.4.4. Middle East & Africa Market Share Analysis
      • 5.2.4.5. South America Market Share Analysis
    • 5.2.5. By Top 5 Companies Market Share Analysis, Others (2023)
  • 5.3. Global Games and Puzzle Market Mapping & Opportunity Assessment
    • 5.3.1. By Type Market Mapping & Opportunity Assessment
    • 5.3.2. By Licensing Market Mapping & Opportunity Assessment
    • 5.3.3. By Distribution Channel Market Mapping & Opportunity Assessment
    • 5.3.4. By Regional Market Mapping & Opportunity Assessment

6. North America Games and Puzzle Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type Market Share Analysis
    • 6.2.2. By Licensing Market Share Analysis
    • 6.2.3. By Distribution Channel Market Share Analysis
    • 6.2.4. By Country Market Share Analysis
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Games and Puzzle Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Type Market Share Analysis
        • 6.3.1.2.2. By Licensing Market Share Analysis
        • 6.3.1.2.3. By Distribution Channel Market Share Analysis
    • 6.3.2. Canada Games and Puzzle Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Type Market Share Analysis
        • 6.3.2.2.2. By Licensing Market Share Analysis
        • 6.3.2.2.3. By Distribution Channel Market Share Analysis
    • 6.3.3. Mexico Games and Puzzle Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Type Market Share Analysis
        • 6.3.3.2.2. By Licensing Market Share Analysis
        • 6.3.3.2.3. By Distribution Channel Market Share Analysis

7. Asia Pacific Games and Puzzle Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type Market Share Analysis
    • 7.2.2. By Licensing Market Share Analysis
    • 7.2.3. By Distribution Channel Market Share Analysis
    • 7.2.4. By Country Market Share Analysis
  • 7.3. Asia Pacific: Country Analysis
    • 7.3.1. China Games and Puzzle Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type Market Share Analysis
        • 7.3.1.2.2. By Licensing Market Share Analysis
        • 7.3.1.2.3. By Distribution Channel Market Share Analysis
    • 7.3.2. Japan Games and Puzzle Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type Market Share Analysis
        • 7.3.2.2.2. By Licensing Market Share Analysis
        • 7.3.2.2.3. By Distribution Channel Market Share Analysis
    • 7.3.3. India Games and Puzzle Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type Market Share Analysis
        • 7.3.3.2.2. By Licensing Market Share Analysis
        • 7.3.3.2.3. By Distribution Channel Market Share Analysis
    • 7.3.4. Australia Games and Puzzle Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type Market Share Analysis
        • 7.3.4.2.2. By Licensing Market Share Analysis
        • 7.3.4.2.3. By Distribution Channel Market Share Analysis
    • 7.3.5. South Korea Games and Puzzle Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type Market Share Analysis
        • 7.3.5.2.2. By Licensing Market Share Analysis
        • 7.3.5.2.3. By Distribution Channel Market Share Analysis
    • 7.3.6. Indonesia Games and Puzzle Market Outlook
      • 7.3.6.1. Market Size & Forecast
        • 7.3.6.1.1. By Value
      • 7.3.6.2. Market Share & Forecast
        • 7.3.6.2.1. By Type Market Share Analysis
        • 7.3.6.2.2. By Licensing Market Share Analysis
        • 7.3.6.2.3. By Distribution Channel Market Share Analysis

8. Europe Games and Puzzle Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type Market Share Analysis
    • 8.2.2. By Licensing Market Share Analysis
    • 8.2.3. By Distribution Channel Market Share Analysis
    • 8.2.4. By Country Market Share Analysis
  • 8.3. Europe: Country Analysis
    • 8.3.1. France Games and Puzzle Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type Market Share Analysis
        • 8.3.1.2.2. By Licensing Market Share Analysis
        • 8.3.1.2.3. By Distribution Channel Market Share Analysis
    • 8.3.2. United Kingdom Games and Puzzle Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type Market Share Analysis
        • 8.3.2.2.2. By Licensing Market Share Analysis
        • 8.3.2.2.3. By Distribution Channel Market Share Analysis
    • 8.3.3. Italy Games and Puzzle Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type Market Share Analysis
        • 8.3.3.2.2. By Licensing Market Share Analysis
        • 8.3.3.2.3. By Distribution Channel Market Share Analysis
    • 8.3.4. Germany Games and Puzzle Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type Market Share Analysis
        • 8.3.4.2.2. By Licensing Market Share Analysis
        • 8.3.4.2.3. By Distribution Channel Market Share Analysis
    • 8.3.5. Spain Games and Puzzle Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type Market Share Analysis
        • 8.3.5.2.2. By Licensing Market Share Analysis
        • 8.3.5.2.3. By Distribution Channel Market Share Analysis

9. South America Games and Puzzle Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type Market Share Analysis
    • 9.2.2. By Licensing Market Share Analysis
    • 9.2.3. By Distribution Channel Market Share Analysis
    • 9.2.4. By Country Market Share Analysis
  • 9.3. South America: Country Analysis
    • 9.3.1. Argentina Games and Puzzle Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type Market Share Analysis
        • 9.3.1.2.2. By Licensing Market Share Analysis
        • 9.3.1.2.3. By Distribution Channel Market Share Analysis
    • 9.3.2. Colombia Games and Puzzle Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type Market Share Analysis
        • 9.3.2.2.2. By Licensing Market Share Analysis
        • 9.3.2.2.3. By Distribution Channel Market Share Analysis
    • 9.3.3. Brazil Games and Puzzle Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type Market Share Analysis
        • 9.3.3.2.2. By Licensing Market Share Analysis
        • 9.3.3.2.3. By Distribution Channel Market Share Analysis

10. Middle East & Africa Games and Puzzle Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type Market Share Analysis
    • 10.2.2. By Licensing Market Share Analysis
    • 10.2.3. By Distribution Channel Market Share Analysis
    • 10.2.4. By Country Market Share Analysis
  • 10.3. Middle East & Africa: Country Analysis
    • 10.3.1. South Africa Games and Puzzle Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type Market Share Analysis
        • 10.3.1.2.2. By Licensing Market Share Analysis
        • 10.3.1.2.3. By Distribution Channel Market Share Analysis
    • 10.3.2. Saudi Arabia Games and Puzzle Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type Market Share Analysis
        • 10.3.2.2.2. By Licensing Market Share Analysis
        • 10.3.2.2.3. By Distribution Channel Market Share Analysis
    • 10.3.3. UAE Games and Puzzle Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type Market Share Analysis
        • 10.3.3.2.2. By Licensing Market Share Analysis
        • 10.3.3.2.3. By Distribution Channel Market Share Analysis
    • 10.3.4. Turkey Games and Puzzle Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Type Market Share Analysis
        • 10.3.4.2.2. By Licensing Market Share Analysis
        • 10.3.4.2.3. By Distribution Channel Market Share Analysis

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Impact of COVID-19 on Global Games and Puzzle Market

  • 12.1. Impact Assessment Model
    • 12.1.1. Key Segments Impacted
    • 12.1.2. Key Region Impacted
    • 12.1.3. Key Countries Impacted

13. Market Trends & Developments

14. Competitive Landscape

  • 14.1. Company Profiles
    • 14.1.1. Buffalo Games, LLC
      • 14.1.1.1. Company Details
      • 14.1.1.2. Products
      • 14.1.1.3. Financials (As Per Availability)
      • 14.1.1.4. Key Market Focus & Geographical Presence
      • 14.1.1.5. Recent Developments
      • 14.1.1.6. Key Management Personnel
    • 14.1.2. Hasbro, Inc.
      • 14.1.2.1. Company Details
      • 14.1.2.2. Products
      • 14.1.2.3. Financials (As Per Availability)
      • 14.1.2.4. Key Market Focus & Geographical Presence
      • 14.1.2.5. Recent Developments
      • 14.1.2.6. Key Management Personnel
    • 14.1.3. Asmodee Holding
      • 14.1.3.1. Company Details
      • 14.1.3.2. Products
      • 14.1.3.3. Financials (As Per Availability)
      • 14.1.3.4. Key Market Focus & Geographical Presence
      • 14.1.3.5. Recent Developments
      • 14.1.3.6. Key Management Personnel
    • 14.1.4. Blue Orange Games, Inc.
      • 14.1.4.1. Company Details
      • 14.1.4.2. Products
      • 14.1.4.3. Financials (As Per Availability)
      • 14.1.4.4. Key Market Focus & Geographical Presence
      • 14.1.4.5. Recent Developments
      • 14.1.4.6. Key Management Personnel
    • 14.1.5. Mattel, Inc.
      • 14.1.5.1. Company Details
      • 14.1.5.2. Products
      • 14.1.5.3. Financials (As Per Availability)
      • 14.1.5.4. Key Market Focus & Geographical Presence
      • 14.1.5.5. Recent Developments
      • 14.1.5.6. Key Management Personnel
    • 14.1.6. Ravensburger AG
      • 14.1.6.1. Company Details
      • 14.1.6.2. Products
      • 14.1.6.3. Financials (As Per Availability)
      • 14.1.6.4. Key Market Focus & Geographical Presence
      • 14.1.6.5. Recent Developments
      • 14.1.6.6. Key Management Personnel
    • 14.1.7. Schmidt Spiele GmbH
      • 14.1.7.1. Products
      • 14.1.7.2. Financials (As Per Availability)
      • 14.1.7.3. Key Market Focus & Geographical Presence
      • 14.1.7.4. Recent Developments
      • 14.1.7.5. Key Management Personnel
    • 14.1.8. Revoba LLC (Cubicfun)
      • 14.1.8.1. Company Details
      • 14.1.8.2. Products
      • 14.1.8.3. Financials (As Per Availability)
      • 14.1.8.4. Key Market Focus & Geographical Presence
      • 14.1.8.5. Recent Developments
      • 14.1.8.6. Key Management Personnel
    • 14.1.9. Spin Master Ltd
      • 14.1.9.1. Company Details
      • 14.1.9.2. Products
      • 14.1.9.3. Financials (As Per Availability)
      • 14.1.9.4. Key Market Focus & Geographical Presence
      • 14.1.9.5. Recent Developments
      • 14.1.9.6. Key Management Personnel
    • 14.1.10. PlayMonster LLC
      • 14.1.10.1. Company Details
      • 14.1.10.2. Products
      • 14.1.10.3. Financials (As Per Availability)
      • 14.1.10.4. Key Market Focus & Geographical Presence
      • 14.1.10.5. Recent Developments
      • 14.1.10.6. Key Management Personnel

15. Strategic Recommendations/Action Plan

  • 15.1. Key Focus Areas
  • 15.2. Target By Type
  • 15.3. Target By Distribution Channel

16. About Us & Disclaimer