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市场调查报告书
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1970883

游戏和拼图市场-全球产业规模、份额、趋势、机会、预测:按类型、授权、分销管道、地区和竞争格局划分,2021-2031年

Games and Puzzle Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type, By Licensing, By Distribution Channel, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3个工作天内

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简介目录

全球游戏和拼图市场预计将从 2025 年的 196 亿美元成长到 2031 年的 520.5 亿美元,复合年增长率为 17.68%。

此领域涵盖种类繁多的桌上娱乐产品,兼具教育和娱乐功能,包括拼图、图板游戏和卡牌游戏。市场成长的主要驱动因素包括人们对社交互动的兴趣日益浓厚,以及消费者趋势从依赖电子设备转向参与线下协作活动。此外,不断增长的成年消费者群体以及这些产品在促进心理健康和认知发展方面日益受到认可的价值,也推动了该行业的发展。

市场概览
预测期 2027-2031
市场规模:2025年 196亿美元
市场规模:2031年 520.5亿美元
复合年增长率:2026-2031年 17.68%
成长最快的细分市场 在线的
最大的市场 亚太地区

然而,来自行动娱乐和数位游戏的激烈竞争给市场带来了巨大挑战,因为传统游戏在争夺消费者支出和注意力方面举步维艰。数位媒体的饱和迫使製造商不断强调实体游戏的独特优势。根据玩具协会预测,2024年美国游戏和拼图类产品的零售额约为35亿美元。这一数字凸显了传统游戏在更广泛的娱乐领域中既重要又充满挑战的地位。

市场驱动因素

群众集资平台的普及推动了创新民主化,从根本上改变了市场进入门槛,使独立创作者检验其创意并直接从消费者资金筹措。这种直接面向消费者的模式降低了生产风险,并支持了一个多元化的小众桌上游戏生态系统,而这些游戏原本可能被传统发行商所忽视。这种转变是可以量化的。根据 Dicebreaker 在 2024 年 2 月报道,群众集资平台 Gamefound 在 2023 年实现了 5,600 万美元的计划总收入,年增 98%。这种快速成长表明,消费者越来越愿意为传统零售通路之外的、由社群驱动的创新游戏体验提供资金,从而有效地分散了产业内的权力。

同时,流行文化改编和授权智慧财产权的扩张是推动主流市场渗透和销售成长的强劲动力。製造商经常利用成熟的IP,例如电子游戏、电影和文学作品,来确保零售货架空间并吸引更广泛的客户群体,这种策略尤其受到收藏家的青睐。例如,孩之宝公司于2024年2月发布的年度财务报告显示,《万智牌》品牌累计了超过10亿美元的收入,这主要得益于授权的《魔戒》扩充包的成功。此外,雷文斯堡公司于2024年6月发布的2023年财务报告显示,收入净额为6.69亿欧元,这进一步印证了传统产业参与者的持续强劲经济实力。

市场挑战

全球游戏和益智游戏市场面临一个重大挑战:来自行动娱乐平台和数位游戏的激烈竞争。这种竞争直接阻碍了市场成长,因为消费者的可支配收入和休閒时间被吸引到提供沉浸式体验和即时访问的萤幕活动中。随着数位介面的日益复杂,其便利性越来越超过实体桌上游戏(后者需要设定时间和多名玩家的协调配合)。因此,传统游戏开发商面临严峻的挑战,他们必须在数位领域无处不在的「注意力经济」中保持消费者的兴趣。

这种竞争压力带来的影响在近期数据显示传统游戏产业绩效指标下滑的情况下显而易见。数位替代品的强势地位导致实体销售停滞不前,因为线下娱乐的目标客户群正在萎缩。更广泛的市场数据也反映了这一趋势,显示传统品类正努力维持成长动能。例如,根据英国玩具和爱好协会发布的2024年报告,英国玩具市场总额下降了3.7%,至34亿英镑。这一萎缩凸显了实体游戏供应商在不断涌现的数位娱乐选择中,为获取市场份额而面临的特殊挑战。

市场趋势

「童心未泯的成年人」和成年兴趣爱好者群体的成长正在从根本上重塑市场的人口结构,迫使製造商将重心从传统的儿童消费者转向更成熟的消费群体。这种策略转变使公司能够吸引那些拥有高可支配收入、追求怀旧情怀的人群,从而抵消了家庭导向型销售的波动性。近期的销售数据充分体现了这项变化的规模。根据Kidscreen 2024年6月发表的一篇报导《报告:童心未泯的成年人推动美国玩具市场低迷》,18岁及以上的消费者在第一季创造了超过15亿美元的销售额,超过了学龄前儿童群体,成为该行业最大的客户群体。

同时,采用环保永续的製造材料正从一种小众策略演变为源自于环境考量的核心营运要求。产业相关人员正迅速从石油基塑胶转向可生物降解的替代品,例如经FSC认证的木材,并致力于采用能够消除一次性废弃物的包装设计。这种转变与消费者需求直接相关。美国玩具协会2024年2月发布的新闻稿引述研究数据称,45%的40岁以下家长认为产品的环境影响是其购买决策的关键因素。

目录

第一章概述

第二章:调查方法

第三章执行摘要

第四章:客户心声

第五章:全球游戏与益智玩具市场展望

  • 市场规模及预测
    • 按金额
  • 市占率及预测
    • 按类型(图板游戏、卡片游戏、拼图)
    • 许可证状态(已获许可,未获许可)
    • 分销通路(线下、线上)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美游戏与拼图市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国别分析
    • 我们
    • 加拿大
    • 墨西哥

第七章:欧洲游戏与拼图市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国别分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太游戏及益智玩具市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国别分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲游戏及拼图市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东与非洲:国别分析
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第十章:南美游戏与拼图市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国别分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章 市场动态

  • 促进因素
  • 任务

第十二章 市场趋势与发展

  • 併购
  • 产品发布
  • 近期趋势

第十三章:全球游戏与拼图市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商的议价能力
  • 顾客权力
  • 替代品的威胁

第十五章 竞争格局

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

第十六章 策略建议

第十七章:关于研究公司及免责声明

简介目录
Product Code: 24635

The Global Games and Puzzle Market is projected to expand from USD 19.60 Billion in 2025 to USD 52.05 Billion by 2031, registering a CAGR of 17.68%. This sector encompasses a wide variety of tabletop entertainment products, including jigsaw puzzles, board games, and card games, which serve both educational and amusement purposes. Market growth is primarily driven by a renewed interest in social interaction and a shift among consumers to disconnect from digital devices in favor of communal offline activities. Additionally, the industry benefits from an expanding adult consumer base and the recognized value of these products in supporting mental health and cognitive development.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 19.60 Billion
Market Size 2031USD 52.05 Billion
CAGR 2026-203117.68%
Fastest Growing SegmentOnline
Largest MarketAsia Pacific

However, the market faces significant hurdles due to intense competition from mobile entertainment and digital gaming, which vie for consumer spending and attention. This saturation of digital media compels manufacturers to continually emphasize the unique benefits of physical play. According to The Toy Association, the games and puzzles supercategory in the United States generated approximately $3.5 billion in retail sales in 2024. This figure illustrates the substantial yet challenged position of traditional gaming within the broader entertainment landscape.

Market Driver

The democratization of innovation via crowdfunding platforms has fundamentally transformed market entry barriers, enabling independent creators to validate ideas and secure capital directly from consumers. This direct-to-consumer approach reduces manufacturing risks and supports a diverse ecosystem of niche tabletop games that might otherwise be ignored by traditional publishers. This shift is clearly quantifiable; Dicebreaker reported in February 2024 that the crowdfunding platform Gamefound achieved a total project revenue of $56 million in 2023, marking a 98% year-over-year increase. This surge underscores a growing willingness among consumers to fund novel, community-backed gaming experiences outside of standard retail channels, effectively decentralizing power within the industry.

Simultaneously, the expansion of pop culture adaptations and licensed intellectual property serves as a powerful driver for mainstream market penetration and sales volume. Manufacturers frequently utilize established franchises from video games, movies, and literature to secure retail shelf space and attract a wider audience, a strategy that resonates strongly with collectors. For example, Hasbro's annual financial results in February 2024 revealed that the Magic: The Gathering brand generated over $1 billion in revenue, a performance significantly aided by the success of its licensed The Lord of the Rings expansion. Additionally, Ravensburger reported net revenue of EUR 669 million for the fiscal year 2023 in June 2024, reinforcing the enduring economic strength of traditional industry players.

Market Challenge

The Global Games and Puzzle Market encounters a major obstacle in the form of fierce competition from mobile entertainment platforms and digital gaming. This rivalry directly impedes market growth by diverting consumer discretionary income and leisure time toward screen-based activities that provide highly immersive experiences and immediate accessibility. As digital interfaces become increasingly sophisticated, they offer a level of convenience that often outweighs physical tabletop games, which require setup time and the coordination of multiple players. Consequently, traditional game manufacturers face a difficult environment as they struggle to maintain engagement against the pervasive "attention economy" of the digital sector.

The impact of this competitive pressure is evident in recent performance metrics, which show a softening in traditional play sectors. The dominance of digital alternatives contributes to stagnation in physical sales as the addressable audience for offline entertainment shrinks. This trend is reflected in broader market data where traditional categories are finding it hard to sustain momentum. For instance, the British Toy & Hobby Association reported in 2024 that the total value of the United Kingdom's toy market declined by 3.7 percent to £3.4 billion. This contraction highlights the tangible difficulties physical game providers face in securing market share amidst the relentless expansion of digital entertainment options.

Market Trends

The growth of the "kidult" and adult hobbyist consumer segments is fundamentally reshaping the market's demographic structure, prompting manufacturers to prioritize mature buyers over traditional child audiences. This strategic pivot enables companies to appeal to high-disposable-income individuals seeking nostalgia, thereby balancing the volatility associated with family-oriented sales. The scale of this shift is evident in recent sales figures; according to a June 2024 Kidscreen article titled "REPORT: Kidults lift up a softer US toy market," consumers aged 18 and older generated over $1.5 billion in sales during the first quarter, surpassing the preschool category to become the industry's largest demographic.

At the same time, the adoption of eco-friendly and sustainable manufacturing materials has evolved from a niche tactic to a core operational requirement driven by environmental concerns. Industry stakeholders are rapidly replacing petroleum-based plastics with biodegradable alternatives, such as FSC-certified wood, and redesigning packaging to eliminate single-use waste. This transformation correlates directly with consumer demand; a February 2024 press release from The Toy Association cited a survey indicating that 45 percent of parents under the age of 40 now view a product's environmental impact as a decisive factor when making purchasing decisions.

Key Market Players

  • Buffalo Games, LLC
  • Hasbro, Inc.
  • Asmodee Holding
  • Blue Orange Games, Inc.
  • Mattel, Inc.
  • Ravensburger AG
  • Schmidt Spiele GmbH
  • Revoba LLC
  • 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
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present 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. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

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. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

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 (Board Games, Card Games, Puzzles)
    • 5.2.2. By Licensing (Licensed, Non-licensed)
    • 5.2.3. By Distribution Channel (Offline, Online)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

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
    • 6.2.2. By Licensing
    • 6.2.3. By Distribution Channel
    • 6.2.4. By Country
  • 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
        • 6.3.1.2.2. By Licensing
        • 6.3.1.2.3. By Distribution Channel
    • 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
        • 6.3.2.2.2. By Licensing
        • 6.3.2.2.3. By Distribution Channel
    • 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
        • 6.3.3.2.2. By Licensing
        • 6.3.3.2.3. By Distribution Channel

7. Europe 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
    • 7.2.2. By Licensing
    • 7.2.3. By Distribution Channel
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany 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
        • 7.3.1.2.2. By Licensing
        • 7.3.1.2.3. By Distribution Channel
    • 7.3.2. France 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
        • 7.3.2.2.2. By Licensing
        • 7.3.2.2.3. By Distribution Channel
    • 7.3.3. United Kingdom 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
        • 7.3.3.2.2. By Licensing
        • 7.3.3.2.3. By Distribution Channel
    • 7.3.4. Italy 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
        • 7.3.4.2.2. By Licensing
        • 7.3.4.2.3. By Distribution Channel
    • 7.3.5. Spain 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
        • 7.3.5.2.2. By Licensing
        • 7.3.5.2.3. By Distribution Channel

8. Asia Pacific 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
    • 8.2.2. By Licensing
    • 8.2.3. By Distribution Channel
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China 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
        • 8.3.1.2.2. By Licensing
        • 8.3.1.2.3. By Distribution Channel
    • 8.3.2. India 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
        • 8.3.2.2.2. By Licensing
        • 8.3.2.2.3. By Distribution Channel
    • 8.3.3. Japan 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
        • 8.3.3.2.2. By Licensing
        • 8.3.3.2.3. By Distribution Channel
    • 8.3.4. South Korea 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
        • 8.3.4.2.2. By Licensing
        • 8.3.4.2.3. By Distribution Channel
    • 8.3.5. Australia 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
        • 8.3.5.2.2. By Licensing
        • 8.3.5.2.3. By Distribution Channel

9. Middle East & Africa 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
    • 9.2.2. By Licensing
    • 9.2.3. By Distribution Channel
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia 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
        • 9.3.1.2.2. By Licensing
        • 9.3.1.2.3. By Distribution Channel
    • 9.3.2. UAE 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
        • 9.3.2.2.2. By Licensing
        • 9.3.2.2.3. By Distribution Channel
    • 9.3.3. South Africa 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
        • 9.3.3.2.2. By Licensing
        • 9.3.3.2.3. By Distribution Channel

10. South America 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
    • 10.2.2. By Licensing
    • 10.2.3. By Distribution Channel
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil 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
        • 10.3.1.2.2. By Licensing
        • 10.3.1.2.3. By Distribution Channel
    • 10.3.2. Colombia 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
        • 10.3.2.2.2. By Licensing
        • 10.3.2.2.3. By Distribution Channel
    • 10.3.3. Argentina 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
        • 10.3.3.2.2. By Licensing
        • 10.3.3.2.3. By Distribution Channel

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Games and Puzzle Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Buffalo Games, LLC
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Hasbro, Inc.
  • 15.3. Asmodee Holding
  • 15.4. Blue Orange Games, Inc.
  • 15.5. Mattel, Inc.
  • 15.6. Ravensburger AG
  • 15.7. Schmidt Spiele GmbH
  • 15.8. Revoba LLC
  • 15.9. Spin Master Ltd
  • 15.10. PlayMonster LLC

16. Strategic Recommendations

17. About Us & Disclaimer