The Philippines board games market size reached USD 83.39 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 219.84 Million by 2033, exhibiting a growth rate (CAGR) of 10.18% during 2025-2033. A substantial youth population seeking cost-effective social activities, combined with the increasing use of board games for educational purposes, is driving the market in the Philippines. Social interaction, innovative learning tools, and organized community events sustain engagement, establishing board games as a lasting mainstream pastime, further contributing to the Philippines 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 83.39 Million |
Market Forecast in 2033 | USD 219.84 Million |
Market Growth Rate 2025-2033 | 10.18% |
Young Demographic with Time to Play
A significant portion of the growth in board games in the Philippines is attributed to its youthful population, as students and young professionals constantly seek affordable ways to socialize. Board games suit limited budgets and make long evenings enjoyable and social. Hobby cafés, dorm lounges, and community centers experience regular visits from this demographic, who enjoy variety and exploring new titles rather than repeating the same one consistently. Their enthusiasm sustains small clubs, campus organizations, and temporary game events, transforming casual gamers into regular buyers. Retailers and publishers are aware they can rely on this consistent foundation to sustain sales and maintain discussions. In the Philippines, 30 million individuals between the ages of 10 and 24 constitute 28% of the overall population. According to the forecasts from the Philippines Statistics Authority, this is expected to stay almost unchanged by 2055. This indicates that the influx of inquisitive new players will continue unabated for the foreseeable future, providing the market with a stable base to develop upon. These young athletes invite their friends, share their online discoveries, and build communities that expand with every game night. This transforms a basic hobby into a consistent, enduring aspect of how young people engage and relate to one another, supporting the Philippines board games market growth.
Gamified Learning Encourages Broader Engagement
Financial literacy games and similar educational tools are opening new opportunities for board game adoption in the Philippines. When trusted brands introduce interactive learning through games, people who might not normally try tabletop play get drawn in. These games break down serious topics into easy, enjoyable sessions, proving that board games are not only for kids or hobbyists. By combining practical lessons with entertainment, they make playing feel productive, which appeals to busy adults and professionals. Schools, companies, and community groups also pick up on this trend, using games to teach skills in a hands-on way that books and lectures cannot match. As more people see games as tools for self-improvement, demand spreads into new age groups and social circles. Businesses that tap into this format find a fresh way to reach people and build loyalty. Each new educational title expands the audience, sparks curiosity about other genres, and provides local creators with ideas for similar projects. This bridge between learning and leisure is helping the market grow by demonstrating that board games can have real-life value beyond entertainment, enabling people to build knowledge and confidence in areas that matter to their daily lives. In 2024, Sun Life Philippines launched Play for Life: A Game of Choices, an interactive financial literacy game available online and as a tabletop version in all branches nationwide. The game helped Filipinos make smart financial decisions through engaging real-life scenarios. Special editions for OFWs and professionals, plus promo prizes, highlighted Sun Life's push for inclusive financial education.
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 Luzon, Visayas, and Mindanao.
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 | Luzon, Visayas, Mindanao |
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) |