Market Overview:
The global board games market size reached US$ 16.8 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 40.1 Billion by 2032, exhibiting a growth rate (CAGR) of 9.81% during 2024-2032. The increasing reliance on digital devices that have led to screen fatigue, rising number of cafes, and the growing product sales via online applications and websites are some of the major factors propelling the market.
Report Attribute
|
Key Statistics
|
Base Year
|
2023 |
Forecast Years
|
2024-2032
|
Historical Years
|
2018-2023
|
Market Size in 2023 |
US$ 16.8 Billion |
Market Forecast in 2032 |
US$ 40.1 Billion |
Market Growth Rate (2024-2032) |
9.81%
|
Board games are tabletop games that often involve cards, pieces, and a board. They are designed for multiple players and serve as a form of entertainment, social interaction, and mental exercise. They consist of chess, ludo, monopoly, scrabble, settlers of catan, and ticket to ride. They can improve cognitive skills like problem solving and strategic thinking and enhance social skills, such as teamwork and communication. They are versatile, catering to different age groups and skill levels and can be played in various settings like family gatherings, parties, or educational environments.
The increasing reliance on digital devices that have led to screen fatigue is driving people to seek non-digital forms of entertainment like board games around the world. Moreover, the rising use of board games as a form of mental relaxation and stress relief is favoring the growth of the market. In addition, the growing number of cafes, quick service restaurants (QSRs), hotels, and restaurants that are incorporating board games to enhance the experience of the user is influencing the market positively. Apart from this, increasing sales of board games through online applications and websites that offer convenience, a vast catalog, free and fast shipping facilities, and discounted deals are strengthening the growth of the market. Furthermore, the advent of more complex and strategy-driven games is bolstering the market growth.
Board Games Market Trends/Drivers:
Increase in social interaction
One of the main factors driving the demand for board games is the increasing desire for social interaction. In an era dominated by digital technology, board games offer a tangible way to engage with family and friends face-to-face. The importance of quality time spent in a communal setting has grown, especially in the context of the isolating experiences many faced during periods of social restrictions. Whether it is a casual game night or a dedicated board game cafe visit, board games serve as a catalyst for fostering social bonds and creating lasting memories.
Rise in pop culture influence
The integration of popular culture themes into board games has also increased interest and demand. Whether it is a board game based on a blockbuster movie, a popular TV show, or even a famous historical event, the cultural relevance makes these games more relatable and appealing to a broader audience. Fans of the source material are likely to be drawn to the game, while casual players can find the familiar themes easier to engage with, thus driving the demand.
Growing educational value
Board games are increasingly being recognized for their educational benefits, including but not limited to problem-solving, strategic thinking, and teamwork. Parents and educators alike are utilizing board games as interactive learning tools that can enhance academic skills like mathematics and language and soft skills like communication and patience. This blend of entertainment and education is particularly appealing to families, thereby expanding the consumer base and driving demand further.
Board Games Industry Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global board games market report, along with forecasts at the global, regional, and country levels for 2024-2032. Our report has categorized the market based on product type, game type, age group, and distribution channel.
Breakup by Product Type:
- Tabletop Games
- Card and Dice Games
- Collectible Card Games
- Miniature Games
- RPG Games
The report has provided a detailed breakup and analysis of the market based on the product type. This includes tabletop games, card and dice games, collectible card games, miniature games, and RPG games.
Tabletop games are generally played on a flat surface and often involve the use of a board. They can include pieces like tokens, tiles, or miniatures that players move according to specific rules. Popular examples include Monopoly, wherein players buy and trade property, and Chess, which is a game of strategy and skill. Settlers of Catan is another well-known tabletop game that involves resource management and trading. These games are often longer and require a blend of strategy, skill, and sometimes luck. They can be very engaging, offering deep gameplay that encourages critical thinking and planning.
Card and dice games are another subtype of board games, but they primarily use cards or dice as the main game elements, instead of a board. Card games like poker or bridge involve a deck of cards and specific rules related to the ranking and combination of these cards. Dice games like yahtzee or farkle are usually quicker and involve rolling dice to achieve certain outcomes or points. These games are often easier to set up and quicker to play than most tabletop games, which makes them suitable for more casual, fast-paced fun.
Breakup by Game Type:
- Strategy and War Games
- Educational Games
- Fantasy Games
- Sport Games
- Others
A detailed breakup and analysis of the market based on the game type has also been provided in the report. This includes strategy and war games, educational games, fantasy games, sport games, and others.
Strategy and war games emphasize tactical decision-making, planning, and competitive gameplay. Players often engage in battles, resource management, and territorial control. These games challenge players to think multiple steps ahead and make decisions that will benefit them in the long run. While the outcome may involve an element of luck, winning predominantly requires skill and strategic thinking.
Educational games serve a dual purpose, which includes entertainment and learning. These games are designed to teach or reinforce specific skills or concepts. Educational board games may target different age groups, from young children learning basic arithmetic through games to adults interested in history or science through games. The primary goal is to make learning enjoyable and interactive.
Breakup by Age Group:
- 0-2 Years
- 2-5 Years
- 5-12 Years
- Above 12 Years
5-12 years dominate the market
The report has provided a detailed breakup and analysis of the market based on the age group. This includes 0-2 years, 2-5 years, 5-12 years, and above 12 years. According to the report, 5-12 years represented the largest segment. Games designed for 5-12 years of age group focus on simplicity, fun, and educational value. They often have shorter playtimes to suit the attention span of younger players. The rules are generally straightforward, and the games can incorporate vivid colors, engaging characters, or themes that resonate with children. Educational board games can help children improve specific skills like arithmetic. Games for this age range often emphasize cooperative play and are designed to be enjoyed with family or friends.
Board games for those above 12 years often feature more complex rules, themes, and strategies. These games are designed to challenge the players mentally and may require a longer time commitment. Strategy and war games are popular among this age group, as they provide a deeper level of complexity and competition. Educational games for this age group might focus on advanced topics like financial literacy, history, or science.
Breakup by Distribution Channel:
- Supermarkets and Hypermarkets
- Specialty Stores
- Online Stores
- Others
Specialty stores dominate the market
A detailed breakup and analysis of the market based on the distribution channel has also been provided in the report. This includes supermarkets and hypermarkets, specialty stores, online stores, and others. According to the report, specialty stores represented the largest segment. Specialty stores focus explicitly on niche markets, like board games or hobbies. These stores offer a wider range of options, including new releases, indie games, and games that cater to specific interests like strategy or role-playing. Staff at specialty stores are often knowledgeable about the products and can provide recommendations or explanations of game mechanics, making it easier for consumers to make informed choices. These stores can also host events, tournaments, or game nights, which can be an added attraction for enthusiasts looking to engage in community activities.
Supermarkets and hypermarkets are large retail establishments that offer a wide variety of products, including groceries, clothing, and household items. Board games sold here are often mainstream and cater to a general audience. These venues offer the advantage of convenience, as customers can pick up a board game while doing their regular shopping.
Breakup by Region:
- North America
- Asia Pacific
- China
- Japan
- India
- South Korea
- Australia
- Indonesia
- Others
- Europe
- Germany
- France
- United Kingdom
- Italy
- Spain
- Russia
- Others
- Latin America
- Middle East and Africa
North America exhibits a clear dominance, accounting for the largest board games market share
The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.
The increasing tradition of social gatherings like game nights and barbecues represent one of the primary factors driving the demand for board games in the North American region. Moreover, the rising adoption of board games as play school activities is favoring the growth of the market in the region. Besides this, the growing trend of gifting unique items like board games in personalized boxes is influencing the market positively in the region.
Competitive Landscape:
The leading companies are developing modular boards that offer a different layout every time an individual plays, which increases replay value and adds an element of unpredictability to each game session. They are also focusing on inclusive and diverse representations, including characters of different ethnicities, genders, and abilities and offer simplified rules and sensory-friendly design to make them accessible to players with cognitive or physical limitations. Moreover, key players are opting for recycled or renewable resources, biodegradable plastics, and eco-friendly packaging to reduce environmental impact. They are launching board games designed with educational and therapeutic goals in mind, which serve as tools for teaching subjects like history, science, and social skills or emotional intelligence.
The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:
- Buffalo Games
- Cartamundi Asia Pacific
- Clementoni Spa
- CMON Limited
- Franckh-Kosmos Verlags-GmbH and Co. KG
- Fremont Die Consumer Products Inc.
- Gibsons Games Ltd.
- Goliath Games
- Hasbro Inc.
- Mattel Inc.
- Mindware Inc.
- PD Verlag GmbH and Co. KG
- The Walt Disney Co.
Recent Developments:
- In 2023, Goliath Games collaborated with All3Media International and Identity Games to distribute the official Traitors Board Game in the UK and Ireland.
- In 2023, Hasbro Inc. partnered with the New York Times, which owns the popular online word puzzle, to create “Wordle: The Party Game.”
Board Games Market Report Scope:
Report Features |
Details |
Base Year of the Analysis |
2023 |
Historical Period |
2018-2023 |
Forecast Period |
2024-2032 |
Units |
US$ Billion |
Scope of the Report |
Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
- Product Type
- Game Type
- Age Group
- Distribution Channel
- Region
|
Product Types Covered |
Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games |
Game Types Covered |
Strategy and War Games, Educational Games, Fantasy Games, Sport Games, Others |
Age Groups Covered |
0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years |
Distribution Channels Covered |
Supermarkets and Hypermarkets, Specialty Stores, Online Stores, Others |
Regions Covered |
North America, Asia Pacific, Europe, Latin America, Middle East and Africa |
Countries Covered |
United States, Canada, China, Japan, India, South Korea, Australia, Indonesia, Germany, France, United Kingdom, Italy, Spain, Russia, Brazil, Mexico |
Companies Covered |
Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG, The Walt Disney Co., etc. |
Customization Scope |
10% Free Customization |
Report Price and Purchase Option |
Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899 |
Post-Sale Analyst Support |
10-12 Weeks |
Delivery Format |
PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Key Benefits for Stakeholders:
- IMARC’s industry report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the board games market from 2018-2032.
- The research report provides the latest information on the market drivers, challenges, and opportunities in the global board games market.
- The study maps the leading, as well as the fastest-growing, regional markets. It further enables stakeholders to identify the key country-level markets within each region.
- Porter's five forces analysis assist stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the board games industry and its attractiveness.
- Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.