The Indonesia board games market size reached USD 222.36 Million in 2024. The market is projected to reach USD 521.12 Million by 2033, exhibiting a growth rate (CAGR) of 8.89% during 2025-2033. At present, rising youth population is positively influencing the market by creating a strong and dynamic customer base eager for engaging, interactive, and social entertainment. Besides this, the broadening of retail outlets is contributing to the expansion of the Indonesia board games market share.
Report Attribute
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Key Statistics
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Base Year
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2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 222.36 Million |
Market Forecast in 2033 | USD 521.12 Million |
Market Growth Rate 2025-2033 | 8.89% |
Growing youth population
Rising youth population is fueling the market growth in Indonesia. According to industry reports, as of March 2024, Indonesia hosted a dynamic youth demographic, with 64.16 Million people aged 16 to 30, making up 23.18% of the total population. Young people, particularly students and early-career professionals, are actively seeking recreational activities that combine fun with social bonding, and board games serve this need effectively. With a high interest in offline alternatives to screen-based entertainment, the youth is turning to board games as a refreshing and intellectually stimulating option. They explore a wide assortment of game genres, ranging from strategy and role-playing to party and educational games. Board game cafés and community events are thriving in urban centers as gathering spots for young players, fostering a vibrant gaming culture. Youth-driven demand is also encouraging local creators to design culturally relevant games that resonate with Indonesian stories and humor. Social media, heavily used by the youth, plays a major role in popularizing new games through content sharing, reviews, and live sessions. As peer influence and community engagement are growing, more young individuals are being introduced to board games. With their enthusiasm, curiosity, and willingness to try new experiences, Indonesia’s rising youth population is significantly contributing to the broadening of the market.
Expansion of retail outlets
The broadening of retail channels is impelling the Indonesia board games market growth. According to the IMARC Group, the Indonesia retail market size reached USD 361.1 Billion in 2024. As shopping malls, bookstores, toy shops, and specialty hobby stores are increasing in number, they are offering dedicated shelf space for board games, attracting both casual buyers and enthusiasts. Organized retail chains present board games as attractive, gift-worthy, and educational products, which encourages impulse buying and family-oriented purchases. In-store displays, promotional events, and demo tables help new players learn and try games before buying, creating greater engagement. The growing presence of modern retail in both urban and semi-urban areas assists in introducing board games to a broader demographic, including families, students, and young professionals. Retail expansion also allows local and international publishers to test new products. With improved supply chains and inventory management, popular and niche games are readily available. Retailers are often collaborating with publishers for special editions and bundled offers, increasing customer interest.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country and regional levels for 2025-2033. Our report has categorized the market based on product type, game type, age group, and distribution channel.
Product Type Insights:
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.
Game Type Insights:
A detailed breakup and analysis of the market based on the game type have also been provided in the report. This includes strategy and war games, educational games, fantasy games, sport games, and others.
Age Group Insights:
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.
Distribution Channel Insights:
A detailed breakup and analysis of the market based on the distribution channel have also been provided in the report. This includes supermarkets and hypermarkets, specialty stores, online stores, and others.
Regional Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Java, Sumatra, Kalimantan, Sulawesi, and others.
The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key 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.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Million USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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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 | Java, Sumatra, Kalimantan, Sulawesi, Others |
Customization Scope | 10% Free Customization |
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 Questions Answered in This Report:
Key Benefits for Stakeholders: