The global board games market size reached US$ 15.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 29.7 Billion by 2028, exhibiting a growth rate (CAGR) of 11.2% during 2023-2028. The wide availability through various distribution channels, increasing mental diseases, and rising usage for therapy treatment represent some of the key factors driving the market.
Board games comprise tabletop, card and dice, collectible, miniature, and role-playing games (RPG). They are convenient, inexpensive, and widely available in different sizes, shapes, and colors, and they encourage healthy competition and sportsmanship among children. They develop a strong sense of individuality and improve creativity, self-confidence, or self-esteem. They increase brain functioning by stimulating brain areas that are responsible for memory formation and complex thought processes. They also enhance various cognitive skills, such as decision-making, problem-solving, logic and reasoning, critical thinking, communication, and emotional intelligence (EI). They assist in building cooperation among individuals, strengthening relationships, and engaging teamwork. They aid in reducing stress and anxiety and improving conscious and unconscious mind functions. Besides this, they expand vocabulary, boost language skills, and enhance the focus and concentration power of children. They also decrease screen time, increase engagement with family and friends, and enhance memory. As they benefit in lowering blood pressure and increasing patience levels, the demand for board games is rising around the world.
Board Games Market Trends:
At present, the increasing number of board game cafes across the globe represents one of the key factors contributing to the growth of the market. Apart from this, the growing popularity of indoor recreational activities among the masses worldwide is positively influencing the market. Additionally, there is a wide availability of board games through various distribution channels, such as hypermarkets, supermarkets, and specialty and online stores around the world. This, coupled with the increasing focus of parents on the brain development of their children, is bolstering the growth of the market. Besides this, the rising demand for board games, as they reduce the risks of various mental diseases, such as dementia and Alzheimer’s disease, is impelling the growth of the market. In addition, the increasing demand for board games as a therapy treatment for children with decreased motor skills, patients with mental or physical disabilities, and people recovering from accidents is offering lucrative growth opportunities to industry investors. Moreover, the rising focus on improving muscle, nerve, and immune systems among the masses is supporting the growth of the market. Furthermore, key players are introducing three-dimensional (3D) printed designs in board games, which is strengthening the market growth.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global board games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on product type, game type, age group and distribution channel.
Product Type Insights:
- Tabletop Games
- Card and Dice Games
- Collectible Card Games
- Miniature Games
- RPG Games
The report has provided a detailed breakup and analysis of the board games market based on the product type. This includes tabletop games, card and dice games, collectible card games, miniature games, and RPG games.
Game Type Insights:
- Strategy and War Games
- Educational Games
- Fantasy Games
- Sport Games
A detailed breakup and analysis of the board games 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.
Age Group Insights:
- 0-2 Years
- 2-5 Years
- 5-12 Years
- Above 12 Years
A detailed breakup and analysis of the board games market based on the age group has also been provided in the report. This includes 0-2 years, 2-5 years, 5-12 years, and above 12 years. According to the report, 5-12 years accounted for the largest market share.
Distribution Channel Insights:
- Supermarkets and Hypermarkets
- Specialty Stores
- Online Stores
A detailed breakup and analysis of the board games 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 accounted for the largest market share.
- North America
- South Korea
- United Kingdom
- Latin America
- Middle East and Africa
The 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 (the United States and Canada) was the largest market for board games. Some of the factors driving the North America board games market included the presence of a large number of board gamers, rising popularity in bars and cafes, increasing demand for indoor recreational activities, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global board games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered 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., etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.
|Base Year of the Analysis
||Product Type, Game Type, Age Group, Distribution Channel, Region
|| Asia Pacific, Europe, North America, Latin America, Middle East and Africa
||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
||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 and The Walt Disney Co.
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Key Benefits for Stakeholders:
- IMARC’s 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 2017-2028.
- The research study 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.